OpenGLRenderer.cpp revision 3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DeferredDisplayList.h"
36#include "DisplayListRenderer.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Constructors/destructor
111///////////////////////////////////////////////////////////////////////////////
112
113OpenGLRenderer::OpenGLRenderer():
114        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
115    // *set* draw modifiers to be 0
116    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
117    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
118
119    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
120
121    mFirstSnapshot = new Snapshot;
122    mFrameStarted = false;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182void OpenGLRenderer::setupFrameState(float left, float top,
183        float right, float bottom, bool opaque) {
184    mCaches.clearGarbage();
185
186    mOpaque = opaque;
187    mSnapshot = new Snapshot(mFirstSnapshot,
188            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
189    mSnapshot->fbo = getTargetFbo();
190    mSaveCount = 1;
191
192    mSnapshot->setClip(left, top, right, bottom);
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, mWidth, mHeight);
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::prepare(bool opaque) {
220    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
221}
222
223status_t OpenGLRenderer::prepareDirty(float left, float top,
224        float right, float bottom, bool opaque) {
225    setupFrameState(left, top, right, bottom, opaque);
226
227    // Layer renderers will start the frame immediately
228    // The framebuffer renderer will first defer the display list
229    // for each layer and wait until the first drawing command
230    // to start the frame
231    if (mSnapshot->fbo == 0) {
232        syncState();
233        updateLayers();
234    } else {
235        return startFrame();
236    }
237
238    return DrawGlInfo::kStatusDone;
239}
240
241void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
242    // If we know that we are going to redraw the entire framebuffer,
243    // perform a discard to let the driver know we don't need to preserve
244    // the back buffer for this frame.
245    if (mExtensions.hasDiscardFramebuffer() &&
246            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
247        const bool isFbo = getTargetFbo() == 0;
248        const GLenum attachments[] = {
249                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
250                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
251        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
252    }
253}
254
255status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
256    if (!opaque) {
257        mCaches.enableScissor();
258        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
259        glClear(GL_COLOR_BUFFER_BIT);
260        return DrawGlInfo::kStatusDrew;
261    }
262
263    mCaches.resetScissor();
264    return DrawGlInfo::kStatusDone;
265}
266
267void OpenGLRenderer::syncState() {
268    if (mCaches.blend) {
269        glEnable(GL_BLEND);
270    } else {
271        glDisable(GL_BLEND);
272    }
273}
274
275void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
276    if (!mSuppressTiling) {
277        Rect* clip = &mTilingClip;
278        if (s->flags & Snapshot::kFlagFboTarget) {
279            clip = &(s->layer->clipRect);
280        }
281
282        startTiling(*clip, s->height, opaque);
283    }
284}
285
286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
287    if (!mSuppressTiling) {
288        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
289                clip.right - clip.left, clip.bottom - clip.top, opaque);
290    }
291}
292
293void OpenGLRenderer::endTiling() {
294    if (!mSuppressTiling) mCaches.endTiling();
295}
296
297void OpenGLRenderer::finish() {
298    renderOverdraw();
299    endTiling();
300
301    // When finish() is invoked on FBO 0 we've reached the end
302    // of the current frame
303    if (getTargetFbo() == 0) {
304        mCaches.pathCache.trim();
305    }
306
307    if (!suppressErrorChecks()) {
308#if DEBUG_OPENGL
309        GLenum status = GL_NO_ERROR;
310        while ((status = glGetError()) != GL_NO_ERROR) {
311            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
312            switch (status) {
313                case GL_INVALID_ENUM:
314                    ALOGE("  GL_INVALID_ENUM");
315                    break;
316                case GL_INVALID_VALUE:
317                    ALOGE("  GL_INVALID_VALUE");
318                    break;
319                case GL_INVALID_OPERATION:
320                    ALOGE("  GL_INVALID_OPERATION");
321                    break;
322                case GL_OUT_OF_MEMORY:
323                    ALOGE("  Out of memory!");
324                    break;
325            }
326        }
327#endif
328
329#if DEBUG_MEMORY_USAGE
330        mCaches.dumpMemoryUsage();
331#else
332        if (mCaches.getDebugLevel() & kDebugMemory) {
333            mCaches.dumpMemoryUsage();
334        }
335#endif
336    }
337
338    mFrameStarted = false;
339}
340
341void OpenGLRenderer::interrupt() {
342    if (mCaches.currentProgram) {
343        if (mCaches.currentProgram->isInUse()) {
344            mCaches.currentProgram->remove();
345            mCaches.currentProgram = NULL;
346        }
347    }
348    mCaches.unbindMeshBuffer();
349    mCaches.unbindIndicesBuffer();
350    mCaches.resetVertexPointers();
351    mCaches.disableTexCoordsVertexArray();
352    debugOverdraw(false, false);
353}
354
355void OpenGLRenderer::resume() {
356    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
357    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
358    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
359    debugOverdraw(true, false);
360
361    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
362
363    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
364    mCaches.enableScissor();
365    mCaches.resetScissor();
366    dirtyClip();
367
368    mCaches.activeTexture(0);
369
370    mCaches.blend = true;
371    glEnable(GL_BLEND);
372    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
373    glBlendEquation(GL_FUNC_ADD);
374}
375
376void OpenGLRenderer::resumeAfterLayer() {
377    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
378    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
379    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
380    debugOverdraw(true, false);
381
382    mCaches.resetScissor();
383    dirtyClip();
384}
385
386void OpenGLRenderer::detachFunctor(Functor* functor) {
387    mFunctors.remove(functor);
388}
389
390void OpenGLRenderer::attachFunctor(Functor* functor) {
391    mFunctors.add(functor);
392}
393
394status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
395    status_t result = DrawGlInfo::kStatusDone;
396    size_t count = mFunctors.size();
397
398    if (count > 0) {
399        interrupt();
400        SortedVector<Functor*> functors(mFunctors);
401        mFunctors.clear();
402
403        DrawGlInfo info;
404        info.clipLeft = 0;
405        info.clipTop = 0;
406        info.clipRight = 0;
407        info.clipBottom = 0;
408        info.isLayer = false;
409        info.width = 0;
410        info.height = 0;
411        memset(info.transform, 0, sizeof(float) * 16);
412
413        for (size_t i = 0; i < count; i++) {
414            Functor* f = functors.itemAt(i);
415            result |= (*f)(DrawGlInfo::kModeProcess, &info);
416
417            if (result & DrawGlInfo::kStatusDraw) {
418                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
419                dirty.unionWith(localDirty);
420            }
421
422            if (result & DrawGlInfo::kStatusInvoke) {
423                mFunctors.add(f);
424            }
425        }
426        resume();
427    }
428
429    return result;
430}
431
432status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
433    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
434
435    interrupt();
436    detachFunctor(functor);
437
438    mCaches.enableScissor();
439    if (mDirtyClip) {
440        setScissorFromClip();
441    }
442
443    Rect clip(*mSnapshot->clipRect);
444    clip.snapToPixelBoundaries();
445
446    // Since we don't know what the functor will draw, let's dirty
447    // tne entire clip region
448    if (hasLayer()) {
449        dirtyLayerUnchecked(clip, getRegion());
450    }
451
452    DrawGlInfo info;
453    info.clipLeft = clip.left;
454    info.clipTop = clip.top;
455    info.clipRight = clip.right;
456    info.clipBottom = clip.bottom;
457    info.isLayer = hasLayer();
458    info.width = getSnapshot()->viewport.getWidth();
459    info.height = getSnapshot()->height;
460    getSnapshot()->transform->copyTo(&info.transform[0]);
461
462    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
463
464    if (result != DrawGlInfo::kStatusDone) {
465        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
466        dirty.unionWith(localDirty);
467
468        if (result & DrawGlInfo::kStatusInvoke) {
469            mFunctors.add(functor);
470        }
471    }
472
473    resume();
474    return result | DrawGlInfo::kStatusDrew;
475}
476
477///////////////////////////////////////////////////////////////////////////////
478// Debug
479///////////////////////////////////////////////////////////////////////////////
480
481void OpenGLRenderer::eventMark(const char* name) const {
482    mCaches.eventMark(0, name);
483}
484
485void OpenGLRenderer::startMark(const char* name) const {
486    mCaches.startMark(0, name);
487}
488
489void OpenGLRenderer::endMark() const {
490    mCaches.endMark();
491}
492
493void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
494    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
495        if (clear) {
496            mCaches.disableScissor();
497            mCaches.stencil.clear();
498        }
499        if (enable) {
500            mCaches.stencil.enableDebugWrite();
501        } else {
502            mCaches.stencil.disable();
503        }
504    }
505}
506
507void OpenGLRenderer::renderOverdraw() {
508    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
509        const Rect* clip = &mTilingClip;
510
511        mCaches.enableScissor();
512        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
513                clip->right - clip->left, clip->bottom - clip->top);
514
515        mCaches.stencil.enableDebugTest(2);
516        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
517        mCaches.stencil.enableDebugTest(3);
518        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
519        mCaches.stencil.enableDebugTest(4);
520        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
521        mCaches.stencil.enableDebugTest(4, true);
522        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
523        mCaches.stencil.disable();
524    }
525}
526
527///////////////////////////////////////////////////////////////////////////////
528// Layers
529///////////////////////////////////////////////////////////////////////////////
530
531bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
532    if (layer->deferredUpdateScheduled && layer->renderer &&
533            layer->displayList && layer->displayList->isRenderable()) {
534        Rect& dirty = layer->dirtyRect;
535
536        if (inFrame) {
537            endTiling();
538            debugOverdraw(false, false);
539        }
540
541        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
542            layer->render();
543        } else {
544            layer->defer();
545        }
546
547        if (inFrame) {
548            resumeAfterLayer();
549            startTiling(mSnapshot);
550        }
551
552        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
553        layer->hasDrawnSinceUpdate = false;
554
555        return true;
556    }
557
558    return false;
559}
560
561void OpenGLRenderer::updateLayers() {
562    // If draw deferring is enabled this method will simply defer
563    // the display list of each individual layer. The layers remain
564    // in the layer updates list which will be cleared by flushLayers().
565    int count = mLayerUpdates.size();
566    if (count > 0) {
567        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
568            startMark("Layer Updates");
569        } else {
570            startMark("Defer Layer Updates");
571        }
572
573        // Note: it is very important to update the layers in order
574        for (int i = 0; i < count; i++) {
575            Layer* layer = mLayerUpdates.itemAt(i);
576            updateLayer(layer, false);
577            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
578                mCaches.resourceCache.decrementRefcount(layer);
579            }
580        }
581
582        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
583            mLayerUpdates.clear();
584            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
585        }
586        endMark();
587    }
588}
589
590void OpenGLRenderer::flushLayers() {
591    int count = mLayerUpdates.size();
592    if (count > 0) {
593        startMark("Apply Layer Updates");
594        char layerName[12];
595
596        // Note: it is very important to update the layers in order
597        for (int i = 0; i < count; i++) {
598            sprintf(layerName, "Layer #%d", i);
599            startMark(layerName);
600
601            Layer* layer = mLayerUpdates.itemAt(i);
602            layer->flush();
603            mCaches.resourceCache.decrementRefcount(layer);
604
605            endMark();
606        }
607
608        mLayerUpdates.clear();
609        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
610
611        endMark();
612    }
613}
614
615void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
616    if (layer) {
617        // Make sure we don't introduce duplicates.
618        // SortedVector would do this automatically but we need to respect
619        // the insertion order. The linear search is not an issue since
620        // this list is usually very short (typically one item, at most a few)
621        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
622            if (mLayerUpdates.itemAt(i) == layer) {
623                return;
624            }
625        }
626        mLayerUpdates.push_back(layer);
627        mCaches.resourceCache.incrementRefcount(layer);
628    }
629}
630
631void OpenGLRenderer::clearLayerUpdates() {
632    size_t count = mLayerUpdates.size();
633    if (count > 0) {
634        mCaches.resourceCache.lock();
635        for (size_t i = 0; i < count; i++) {
636            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
637        }
638        mCaches.resourceCache.unlock();
639        mLayerUpdates.clear();
640    }
641}
642
643///////////////////////////////////////////////////////////////////////////////
644// State management
645///////////////////////////////////////////////////////////////////////////////
646
647int OpenGLRenderer::getSaveCount() const {
648    return mSaveCount;
649}
650
651int OpenGLRenderer::save(int flags) {
652    return saveSnapshot(flags);
653}
654
655void OpenGLRenderer::restore() {
656    if (mSaveCount > 1) {
657        restoreSnapshot();
658    }
659}
660
661void OpenGLRenderer::restoreToCount(int saveCount) {
662    if (saveCount < 1) saveCount = 1;
663
664    while (mSaveCount > saveCount) {
665        restoreSnapshot();
666    }
667}
668
669int OpenGLRenderer::saveSnapshot(int flags) {
670    mSnapshot = new Snapshot(mSnapshot, flags);
671    return mSaveCount++;
672}
673
674bool OpenGLRenderer::restoreSnapshot() {
675    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
676    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
677    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
678
679    sp<Snapshot> current = mSnapshot;
680    sp<Snapshot> previous = mSnapshot->previous;
681
682    if (restoreOrtho) {
683        Rect& r = previous->viewport;
684        glViewport(r.left, r.top, r.right, r.bottom);
685        mOrthoMatrix.load(current->orthoMatrix);
686    }
687
688    mSaveCount--;
689    mSnapshot = previous;
690
691    if (restoreClip) {
692        dirtyClip();
693    }
694
695    if (restoreLayer) {
696        endMark(); // Savelayer
697        startMark("ComposeLayer");
698        composeLayer(current, previous);
699        endMark();
700    }
701
702    return restoreClip;
703}
704
705///////////////////////////////////////////////////////////////////////////////
706// Layers
707///////////////////////////////////////////////////////////////////////////////
708
709int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
710        int alpha, SkXfermode::Mode mode, int flags) {
711    const GLuint previousFbo = mSnapshot->fbo;
712    const int count = saveSnapshot(flags);
713
714    if (!mSnapshot->isIgnored()) {
715        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
716    }
717
718    return count;
719}
720
721void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
722    const Rect untransformedBounds(bounds);
723
724    currentTransform().mapRect(bounds);
725
726    // Layers only make sense if they are in the framebuffer's bounds
727    if (bounds.intersect(*mSnapshot->clipRect)) {
728        // We cannot work with sub-pixels in this case
729        bounds.snapToPixelBoundaries();
730
731        // When the layer is not an FBO, we may use glCopyTexImage so we
732        // need to make sure the layer does not extend outside the bounds
733        // of the framebuffer
734        if (!bounds.intersect(mSnapshot->previous->viewport)) {
735            bounds.setEmpty();
736        } else if (fboLayer) {
737            clip.set(bounds);
738            mat4 inverse;
739            inverse.loadInverse(currentTransform());
740            inverse.mapRect(clip);
741            clip.snapToPixelBoundaries();
742            if (clip.intersect(untransformedBounds)) {
743                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
744                bounds.set(untransformedBounds);
745            } else {
746                clip.setEmpty();
747            }
748        }
749    } else {
750        bounds.setEmpty();
751    }
752}
753
754void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
755        bool fboLayer, int alpha) {
756    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
757            bounds.getHeight() > mCaches.maxTextureSize ||
758            (fboLayer && clip.isEmpty())) {
759        mSnapshot->empty = fboLayer;
760    } else {
761        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
762    }
763}
764
765int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
766        int alpha, SkXfermode::Mode mode, int flags) {
767    const GLuint previousFbo = mSnapshot->fbo;
768    const int count = saveSnapshot(flags);
769
770    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
771        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
772        // operations will be able to store and restore the current clip and transform info, and
773        // quick rejection will be correct (for display lists)
774
775        Rect bounds(left, top, right, bottom);
776        Rect clip;
777        calculateLayerBoundsAndClip(bounds, clip, true);
778        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
779
780        if (!mSnapshot->isIgnored()) {
781            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
782            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
783        }
784    }
785
786    return count;
787}
788
789
790/**
791 * Layers are viewed by Skia are slightly different than layers in image editing
792 * programs (for instance.) When a layer is created, previously created layers
793 * and the frame buffer still receive every drawing command. For instance, if a
794 * layer is created and a shape intersecting the bounds of the layers and the
795 * framebuffer is draw, the shape will be drawn on both (unless the layer was
796 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
797 *
798 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
799 * texture. Unfortunately, this is inefficient as it requires every primitive to
800 * be drawn n + 1 times, where n is the number of active layers. In practice this
801 * means, for every primitive:
802 *   - Switch active frame buffer
803 *   - Change viewport, clip and projection matrix
804 *   - Issue the drawing
805 *
806 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
807 * To avoid this, layers are implemented in a different way here, at least in the
808 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
809 * is set. When this flag is set we can redirect all drawing operations into a
810 * single FBO.
811 *
812 * This implementation relies on the frame buffer being at least RGBA 8888. When
813 * a layer is created, only a texture is created, not an FBO. The content of the
814 * frame buffer contained within the layer's bounds is copied into this texture
815 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
816 * buffer and drawing continues as normal. This technique therefore treats the
817 * frame buffer as a scratch buffer for the layers.
818 *
819 * To compose the layers back onto the frame buffer, each layer texture
820 * (containing the original frame buffer data) is drawn as a simple quad over
821 * the frame buffer. The trick is that the quad is set as the composition
822 * destination in the blending equation, and the frame buffer becomes the source
823 * of the composition.
824 *
825 * Drawing layers with an alpha value requires an extra step before composition.
826 * An empty quad is drawn over the layer's region in the frame buffer. This quad
827 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
828 * quad is used to multiply the colors in the frame buffer. This is achieved by
829 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
830 * GL_ZERO, GL_SRC_ALPHA.
831 *
832 * Because glCopyTexImage2D() can be slow, an alternative implementation might
833 * be use to draw a single clipped layer. The implementation described above
834 * is correct in every case.
835 *
836 * (1) The frame buffer is actually not cleared right away. To allow the GPU
837 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
838 *     buffer is left untouched until the first drawing operation. Only when
839 *     something actually gets drawn are the layers regions cleared.
840 */
841bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
842        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
843    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
844    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
845
846    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
847
848    // Window coordinates of the layer
849    Rect clip;
850    Rect bounds(left, top, right, bottom);
851    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
852    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
853
854    // Bail out if we won't draw in this snapshot
855    if (mSnapshot->isIgnored()) {
856        return false;
857    }
858
859    mCaches.activeTexture(0);
860    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
861    if (!layer) {
862        return false;
863    }
864
865    layer->setAlpha(alpha, mode);
866    layer->layer.set(bounds);
867    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
868            bounds.getWidth() / float(layer->getWidth()), 0.0f);
869    layer->setColorFilter(mDrawModifiers.mColorFilter);
870    layer->setBlend(true);
871    layer->setDirty(false);
872
873    // Save the layer in the snapshot
874    mSnapshot->flags |= Snapshot::kFlagIsLayer;
875    mSnapshot->layer = layer;
876
877    startMark("SaveLayer");
878    if (fboLayer) {
879        return createFboLayer(layer, bounds, clip, previousFbo);
880    } else {
881        // Copy the framebuffer into the layer
882        layer->bindTexture();
883        if (!bounds.isEmpty()) {
884            if (layer->isEmpty()) {
885                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
886                        bounds.left, mSnapshot->height - bounds.bottom,
887                        layer->getWidth(), layer->getHeight(), 0);
888                layer->setEmpty(false);
889            } else {
890                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
891                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
892            }
893
894            // Enqueue the buffer coordinates to clear the corresponding region later
895            mLayers.push(new Rect(bounds));
896        }
897    }
898
899    return true;
900}
901
902bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
903    layer->clipRect.set(clip);
904    layer->setFbo(mCaches.fboCache.get());
905
906    mSnapshot->region = &mSnapshot->layer->region;
907    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
908            Snapshot::kFlagDirtyOrtho;
909    mSnapshot->fbo = layer->getFbo();
910    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
911    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
912    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
913    mSnapshot->height = bounds.getHeight();
914    mSnapshot->orthoMatrix.load(mOrthoMatrix);
915
916    endTiling();
917    debugOverdraw(false, false);
918    // Bind texture to FBO
919    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
920    layer->bindTexture();
921
922    // Initialize the texture if needed
923    if (layer->isEmpty()) {
924        layer->allocateTexture();
925        layer->setEmpty(false);
926    }
927
928    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
929            layer->getTexture(), 0);
930
931    startTiling(mSnapshot, true);
932
933    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
934    mCaches.enableScissor();
935    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
936            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
937    glClear(GL_COLOR_BUFFER_BIT);
938
939    dirtyClip();
940
941    // Change the ortho projection
942    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
943    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
944
945    return true;
946}
947
948/**
949 * Read the documentation of createLayer() before doing anything in this method.
950 */
951void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
952    if (!current->layer) {
953        ALOGE("Attempting to compose a layer that does not exist");
954        return;
955    }
956
957    Layer* layer = current->layer;
958    const Rect& rect = layer->layer;
959    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
960
961    if (fboLayer) {
962        endTiling();
963
964        // Detach the texture from the FBO
965        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
966
967        layer->removeFbo(false);
968
969        // Unbind current FBO and restore previous one
970        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
971        debugOverdraw(true, false);
972
973        startTiling(previous);
974    }
975
976    if (!fboLayer && layer->getAlpha() < 255) {
977        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
978                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
979        // Required below, composeLayerRect() will divide by 255
980        layer->setAlpha(255);
981    }
982
983    mCaches.unbindMeshBuffer();
984
985    mCaches.activeTexture(0);
986
987    // When the layer is stored in an FBO, we can save a bit of fillrate by
988    // drawing only the dirty region
989    if (fboLayer) {
990        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
991        if (layer->getColorFilter()) {
992            setupColorFilter(layer->getColorFilter());
993        }
994        composeLayerRegion(layer, rect);
995        if (layer->getColorFilter()) {
996            resetColorFilter();
997        }
998    } else if (!rect.isEmpty()) {
999        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1000        composeLayerRect(layer, rect, true);
1001    }
1002
1003    dirtyClip();
1004
1005    // Failing to add the layer to the cache should happen only if the layer is too large
1006    if (!mCaches.layerCache.put(layer)) {
1007        LAYER_LOGD("Deleting layer");
1008        Caches::getInstance().resourceCache.decrementRefcount(layer);
1009    }
1010}
1011
1012void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1013    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1014
1015    setupDraw();
1016    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1017        setupDrawWithTexture();
1018    } else {
1019        setupDrawWithExternalTexture();
1020    }
1021    setupDrawTextureTransform();
1022    setupDrawColor(alpha, alpha, alpha, alpha);
1023    setupDrawColorFilter();
1024    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1025    setupDrawProgram();
1026    setupDrawPureColorUniforms();
1027    setupDrawColorFilterUniforms();
1028    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1029        setupDrawTexture(layer->getTexture());
1030    } else {
1031        setupDrawExternalTexture(layer->getTexture());
1032    }
1033    if (currentTransform().isPureTranslate() &&
1034            layer->getWidth() == (uint32_t) rect.getWidth() &&
1035            layer->getHeight() == (uint32_t) rect.getHeight()) {
1036        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1037        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1038
1039        layer->setFilter(GL_NEAREST);
1040        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1041    } else {
1042        layer->setFilter(GL_LINEAR);
1043        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1044    }
1045    setupDrawTextureTransformUniforms(layer->getTexTransform());
1046    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1047
1048    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1049
1050    finishDrawTexture();
1051}
1052
1053void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1054    if (!layer->isTextureLayer()) {
1055        const Rect& texCoords = layer->texCoords;
1056        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1057                texCoords.right, texCoords.bottom);
1058
1059        float x = rect.left;
1060        float y = rect.top;
1061        bool simpleTransform = currentTransform().isPureTranslate() &&
1062                layer->getWidth() == (uint32_t) rect.getWidth() &&
1063                layer->getHeight() == (uint32_t) rect.getHeight();
1064
1065        if (simpleTransform) {
1066            // When we're swapping, the layer is already in screen coordinates
1067            if (!swap) {
1068                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1069                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1070            }
1071
1072            layer->setFilter(GL_NEAREST, true);
1073        } else {
1074            layer->setFilter(GL_LINEAR, true);
1075        }
1076
1077        float alpha = getLayerAlpha(layer);
1078        bool blend = layer->isBlend() || alpha < 1.0f;
1079        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1080                layer->getTexture(), alpha, layer->getMode(), blend,
1081                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1082                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1083
1084        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1085    } else {
1086        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1087        drawTextureLayer(layer, rect);
1088        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1089    }
1090}
1091
1092/**
1093 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1094 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1095 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1096 * by saveLayer's restore
1097 */
1098#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1099        DRAW_COMMAND;                                                            \
1100        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1101            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1102            DRAW_COMMAND;                                                        \
1103            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1104        }                                                                        \
1105    }
1106
1107#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1108
1109void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1110    if (layer->region.isRect()) {
1111        layer->setRegionAsRect();
1112
1113        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1114
1115        layer->region.clear();
1116        return;
1117    }
1118
1119    // TODO: See LayerRenderer.cpp::generateMesh() for important
1120    //       information about this implementation
1121    if (CC_LIKELY(!layer->region.isEmpty())) {
1122        size_t count;
1123        const android::Rect* rects;
1124        Region safeRegion;
1125        if (CC_LIKELY(hasRectToRectTransform())) {
1126            rects = layer->region.getArray(&count);
1127        } else {
1128            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1129            rects = safeRegion.getArray(&count);
1130        }
1131
1132        const float alpha = getLayerAlpha(layer);
1133        const float texX = 1.0f / float(layer->getWidth());
1134        const float texY = 1.0f / float(layer->getHeight());
1135        const float height = rect.getHeight();
1136
1137        setupDraw();
1138
1139        // We must get (and therefore bind) the region mesh buffer
1140        // after we setup drawing in case we need to mess with the
1141        // stencil buffer in setupDraw()
1142        TextureVertex* mesh = mCaches.getRegionMesh();
1143        GLsizei numQuads = 0;
1144
1145        setupDrawWithTexture();
1146        setupDrawColor(alpha, alpha, alpha, alpha);
1147        setupDrawColorFilter();
1148        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1149        setupDrawProgram();
1150        setupDrawDirtyRegionsDisabled();
1151        setupDrawPureColorUniforms();
1152        setupDrawColorFilterUniforms();
1153        setupDrawTexture(layer->getTexture());
1154        if (currentTransform().isPureTranslate()) {
1155            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1156            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1157
1158            layer->setFilter(GL_NEAREST);
1159            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1160        } else {
1161            layer->setFilter(GL_LINEAR);
1162            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1163        }
1164        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1165
1166        for (size_t i = 0; i < count; i++) {
1167            const android::Rect* r = &rects[i];
1168
1169            const float u1 = r->left * texX;
1170            const float v1 = (height - r->top) * texY;
1171            const float u2 = r->right * texX;
1172            const float v2 = (height - r->bottom) * texY;
1173
1174            // TODO: Reject quads outside of the clip
1175            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1176            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1177            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1178            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1179
1180            numQuads++;
1181
1182            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1183                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1184                                GL_UNSIGNED_SHORT, NULL));
1185                numQuads = 0;
1186                mesh = mCaches.getRegionMesh();
1187            }
1188        }
1189
1190        if (numQuads > 0) {
1191            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1192                            GL_UNSIGNED_SHORT, NULL));
1193        }
1194
1195        finishDrawTexture();
1196
1197#if DEBUG_LAYERS_AS_REGIONS
1198        drawRegionRects(layer->region);
1199#endif
1200
1201        layer->region.clear();
1202    }
1203}
1204
1205void OpenGLRenderer::drawRegionRects(const Region& region) {
1206#if DEBUG_LAYERS_AS_REGIONS
1207    size_t count;
1208    const android::Rect* rects = region.getArray(&count);
1209
1210    uint32_t colors[] = {
1211            0x7fff0000, 0x7f00ff00,
1212            0x7f0000ff, 0x7fff00ff,
1213    };
1214
1215    int offset = 0;
1216    int32_t top = rects[0].top;
1217
1218    for (size_t i = 0; i < count; i++) {
1219        if (top != rects[i].top) {
1220            offset ^= 0x2;
1221            top = rects[i].top;
1222        }
1223
1224        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1225        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1226                SkXfermode::kSrcOver_Mode);
1227    }
1228#endif
1229}
1230
1231void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1232        SkXfermode::Mode mode, bool dirty) {
1233    int count = 0;
1234    Vector<float> rects;
1235
1236    SkRegion::Iterator it(region);
1237    while (!it.done()) {
1238        const SkIRect& r = it.rect();
1239        rects.push(r.fLeft);
1240        rects.push(r.fTop);
1241        rects.push(r.fRight);
1242        rects.push(r.fBottom);
1243        count += 4;
1244        it.next();
1245    }
1246
1247    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1248}
1249
1250void OpenGLRenderer::dirtyLayer(const float left, const float top,
1251        const float right, const float bottom, const mat4 transform) {
1252    if (hasLayer()) {
1253        Rect bounds(left, top, right, bottom);
1254        transform.mapRect(bounds);
1255        dirtyLayerUnchecked(bounds, getRegion());
1256    }
1257}
1258
1259void OpenGLRenderer::dirtyLayer(const float left, const float top,
1260        const float right, const float bottom) {
1261    if (hasLayer()) {
1262        Rect bounds(left, top, right, bottom);
1263        dirtyLayerUnchecked(bounds, getRegion());
1264    }
1265}
1266
1267void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1268    if (bounds.intersect(*mSnapshot->clipRect)) {
1269        bounds.snapToPixelBoundaries();
1270        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1271        if (!dirty.isEmpty()) {
1272            region->orSelf(dirty);
1273        }
1274    }
1275}
1276
1277void OpenGLRenderer::clearLayerRegions() {
1278    const size_t count = mLayers.size();
1279    if (count == 0) return;
1280
1281    if (!mSnapshot->isIgnored()) {
1282        // Doing several glScissor/glClear here can negatively impact
1283        // GPUs with a tiler architecture, instead we draw quads with
1284        // the Clear blending mode
1285
1286        // The list contains bounds that have already been clipped
1287        // against their initial clip rect, and the current clip
1288        // is likely different so we need to disable clipping here
1289        bool scissorChanged = mCaches.disableScissor();
1290
1291        Vertex mesh[count * 6];
1292        Vertex* vertex = mesh;
1293
1294        for (uint32_t i = 0; i < count; i++) {
1295            Rect* bounds = mLayers.itemAt(i);
1296
1297            Vertex::set(vertex++, bounds->left, bounds->bottom);
1298            Vertex::set(vertex++, bounds->left, bounds->top);
1299            Vertex::set(vertex++, bounds->right, bounds->top);
1300            Vertex::set(vertex++, bounds->left, bounds->bottom);
1301            Vertex::set(vertex++, bounds->right, bounds->top);
1302            Vertex::set(vertex++, bounds->right, bounds->bottom);
1303
1304            delete bounds;
1305        }
1306        // We must clear the list of dirty rects before we
1307        // call setupDraw() to prevent stencil setup to do
1308        // the same thing again
1309        mLayers.clear();
1310
1311        setupDraw(false);
1312        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1313        setupDrawBlending(true, SkXfermode::kClear_Mode);
1314        setupDrawProgram();
1315        setupDrawPureColorUniforms();
1316        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1317        setupDrawVertices(&mesh[0].position[0]);
1318
1319        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1320
1321        if (scissorChanged) mCaches.enableScissor();
1322    } else {
1323        for (uint32_t i = 0; i < count; i++) {
1324            delete mLayers.itemAt(i);
1325        }
1326        mLayers.clear();
1327    }
1328}
1329
1330///////////////////////////////////////////////////////////////////////////////
1331// State Deferral
1332///////////////////////////////////////////////////////////////////////////////
1333
1334bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1335    const Rect& currentClip = *(mSnapshot->clipRect);
1336    const mat4& currentMatrix = *(mSnapshot->transform);
1337
1338    if (stateDeferFlags & kStateDeferFlag_Draw) {
1339        // state has bounds initialized in local coordinates
1340        if (!state.mBounds.isEmpty()) {
1341            currentMatrix.mapRect(state.mBounds);
1342            if (!state.mBounds.intersect(currentClip)) {
1343                // quick rejected
1344                return true;
1345            }
1346        } else {
1347            state.mBounds.set(currentClip);
1348        }
1349    }
1350
1351    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1352    if (state.mClipValid) {
1353        state.mClip.set(currentClip);
1354    }
1355
1356    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1357    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1358    state.mMatrix.load(currentMatrix);
1359    state.mDrawModifiers = mDrawModifiers;
1360    state.mAlpha = mSnapshot->alpha;
1361    return false;
1362}
1363
1364void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1365    currentTransform().load(state.mMatrix);
1366    mDrawModifiers = state.mDrawModifiers;
1367    mSnapshot->alpha = state.mAlpha;
1368
1369    if (state.mClipValid && !skipClipRestore) {
1370        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1371        dirtyClip();
1372    }
1373}
1374
1375void OpenGLRenderer::setFullScreenClip() {
1376    mSnapshot->setClip(0, 0, mWidth, mHeight);
1377    dirtyClip();
1378}
1379
1380///////////////////////////////////////////////////////////////////////////////
1381// Transforms
1382///////////////////////////////////////////////////////////////////////////////
1383
1384void OpenGLRenderer::translate(float dx, float dy) {
1385    currentTransform().translate(dx, dy, 0.0f);
1386}
1387
1388void OpenGLRenderer::rotate(float degrees) {
1389    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1390}
1391
1392void OpenGLRenderer::scale(float sx, float sy) {
1393    currentTransform().scale(sx, sy, 1.0f);
1394}
1395
1396void OpenGLRenderer::skew(float sx, float sy) {
1397    currentTransform().skew(sx, sy);
1398}
1399
1400void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1401    if (matrix) {
1402        currentTransform().load(*matrix);
1403    } else {
1404        currentTransform().loadIdentity();
1405    }
1406}
1407
1408bool OpenGLRenderer::hasRectToRectTransform() {
1409    return CC_LIKELY(currentTransform().rectToRect());
1410}
1411
1412void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1413    currentTransform().copyTo(*matrix);
1414}
1415
1416void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1417    SkMatrix transform;
1418    currentTransform().copyTo(transform);
1419    transform.preConcat(*matrix);
1420    currentTransform().load(transform);
1421}
1422
1423///////////////////////////////////////////////////////////////////////////////
1424// Clipping
1425///////////////////////////////////////////////////////////////////////////////
1426
1427void OpenGLRenderer::setScissorFromClip() {
1428    Rect clip(*mSnapshot->clipRect);
1429    clip.snapToPixelBoundaries();
1430
1431    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1432            clip.getWidth(), clip.getHeight())) {
1433        mDirtyClip = false;
1434    }
1435}
1436
1437void OpenGLRenderer::ensureStencilBuffer() {
1438    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1439    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1440    // just hope we have one when hasLayer() returns false.
1441    if (hasLayer()) {
1442        attachStencilBufferToLayer(mSnapshot->layer);
1443    }
1444}
1445
1446void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1447    // The layer's FBO is already bound when we reach this stage
1448    if (!layer->getStencilRenderBuffer()) {
1449        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1450        // is attached after we initiated tiling. We must turn it off,
1451        // attach the new render buffer then turn tiling back on
1452        endTiling();
1453
1454        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1455                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1456        layer->setStencilRenderBuffer(buffer);
1457
1458        startTiling(layer->clipRect, layer->layer.getHeight());
1459    }
1460}
1461
1462void OpenGLRenderer::setStencilFromClip() {
1463    if (!mCaches.debugOverdraw) {
1464        if (!mSnapshot->clipRegion->isEmpty()) {
1465            // NOTE: The order here is important, we must set dirtyClip to false
1466            //       before any draw call to avoid calling back into this method
1467            mDirtyClip = false;
1468
1469            ensureStencilBuffer();
1470
1471            mCaches.stencil.enableWrite();
1472
1473            // Clear the stencil but first make sure we restrict drawing
1474            // to the region's bounds
1475            bool resetScissor = mCaches.enableScissor();
1476            if (resetScissor) {
1477                // The scissor was not set so we now need to update it
1478                setScissorFromClip();
1479            }
1480            mCaches.stencil.clear();
1481            if (resetScissor) mCaches.disableScissor();
1482
1483            // NOTE: We could use the region contour path to generate a smaller mesh
1484            //       Since we are using the stencil we could use the red book path
1485            //       drawing technique. It might increase bandwidth usage though.
1486
1487            // The last parameter is important: we are not drawing in the color buffer
1488            // so we don't want to dirty the current layer, if any
1489            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1490
1491            mCaches.stencil.enableTest();
1492
1493            // Draw the region used to generate the stencil if the appropriate debug
1494            // mode is enabled
1495            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1496                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1497            }
1498        } else {
1499            mCaches.stencil.disable();
1500        }
1501    }
1502}
1503
1504const Rect& OpenGLRenderer::getClipBounds() {
1505    return mSnapshot->getLocalClip();
1506}
1507
1508bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1509    if (mSnapshot->isIgnored()) {
1510        return true;
1511    }
1512
1513    Rect r(left, top, right, bottom);
1514    currentTransform().mapRect(r);
1515    r.snapToPixelBoundaries();
1516
1517    Rect clipRect(*mSnapshot->clipRect);
1518    clipRect.snapToPixelBoundaries();
1519
1520    return !clipRect.intersects(r);
1521}
1522
1523bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1524        Rect& transformed, Rect& clip) {
1525    if (mSnapshot->isIgnored()) {
1526        return true;
1527    }
1528
1529    transformed.set(left, top, right, bottom);
1530    currentTransform().mapRect(transformed);
1531    transformed.snapToPixelBoundaries();
1532
1533    clip.set(*mSnapshot->clipRect);
1534    clip.snapToPixelBoundaries();
1535
1536    return !clip.intersects(transformed);
1537}
1538
1539bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1540        SkPaint* paint) {
1541    if (paint->getStyle() != SkPaint::kFill_Style) {
1542        float outset = paint->getStrokeWidth() * 0.5f;
1543        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1544    } else {
1545        return quickReject(left, top, right, bottom);
1546    }
1547}
1548
1549bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1550    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1551        return true;
1552    }
1553
1554    Rect r(left, top, right, bottom);
1555    currentTransform().mapRect(r);
1556    r.snapToPixelBoundaries();
1557
1558    Rect clipRect(*mSnapshot->clipRect);
1559    clipRect.snapToPixelBoundaries();
1560
1561    bool rejected = !clipRect.intersects(r);
1562    if (!isDeferred() && !rejected) {
1563        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1564    }
1565
1566    return rejected;
1567}
1568
1569void OpenGLRenderer::debugClip() {
1570#if DEBUG_CLIP_REGIONS
1571    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1572        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1573    }
1574#endif
1575}
1576
1577bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1578    if (CC_LIKELY(currentTransform().rectToRect())) {
1579        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1580        if (clipped) {
1581            dirtyClip();
1582        }
1583        return !mSnapshot->clipRect->isEmpty();
1584    }
1585
1586    SkPath path;
1587    path.addRect(left, top, right, bottom);
1588
1589    return clipPath(&path, op);
1590}
1591
1592bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1593    SkMatrix transform;
1594    currentTransform().copyTo(transform);
1595
1596    SkPath transformed;
1597    path->transform(transform, &transformed);
1598
1599    SkRegion clip;
1600    if (!mSnapshot->clipRegion->isEmpty()) {
1601        clip.setRegion(*mSnapshot->clipRegion);
1602    } else {
1603        Rect* bounds = mSnapshot->clipRect;
1604        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1605    }
1606
1607    SkRegion region;
1608    region.setPath(transformed, clip);
1609
1610    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1611    if (clipped) {
1612        dirtyClip();
1613    }
1614    return !mSnapshot->clipRect->isEmpty();
1615}
1616
1617bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1618    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1619    if (clipped) {
1620        dirtyClip();
1621    }
1622    return !mSnapshot->clipRect->isEmpty();
1623}
1624
1625Rect* OpenGLRenderer::getClipRect() {
1626    return mSnapshot->clipRect;
1627}
1628
1629///////////////////////////////////////////////////////////////////////////////
1630// Drawing commands
1631///////////////////////////////////////////////////////////////////////////////
1632
1633void OpenGLRenderer::setupDraw(bool clear) {
1634    // TODO: It would be best if we could do this before quickReject()
1635    //       changes the scissor test state
1636    if (clear) clearLayerRegions();
1637    // Make sure setScissor & setStencil happen at the beginning of
1638    // this method
1639    if (mDirtyClip) {
1640        if (mCaches.scissorEnabled) {
1641            setScissorFromClip();
1642        }
1643        setStencilFromClip();
1644    }
1645
1646    mDescription.reset();
1647
1648    mSetShaderColor = false;
1649    mColorSet = false;
1650    mColorA = mColorR = mColorG = mColorB = 0.0f;
1651    mTextureUnit = 0;
1652    mTrackDirtyRegions = true;
1653
1654    // Enable debug highlight when what we're about to draw is tested against
1655    // the stencil buffer and if stencil highlight debugging is on
1656    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1657            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1658            mCaches.stencil.isTestEnabled();
1659}
1660
1661void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1662    mDescription.hasTexture = true;
1663    mDescription.hasAlpha8Texture = isAlpha8;
1664}
1665
1666void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1667    mDescription.hasTexture = true;
1668    mDescription.hasColors = true;
1669    mDescription.hasAlpha8Texture = isAlpha8;
1670}
1671
1672void OpenGLRenderer::setupDrawWithExternalTexture() {
1673    mDescription.hasExternalTexture = true;
1674}
1675
1676void OpenGLRenderer::setupDrawNoTexture() {
1677    mCaches.disableTexCoordsVertexArray();
1678}
1679
1680void OpenGLRenderer::setupDrawAA() {
1681    mDescription.isAA = true;
1682}
1683
1684void OpenGLRenderer::setupDrawPoint(float pointSize) {
1685    mDescription.isPoint = true;
1686    mDescription.pointSize = pointSize;
1687}
1688
1689void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1690    mColorA = alpha / 255.0f;
1691    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1692    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1693    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1694    mColorSet = true;
1695    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1696}
1697
1698void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1699    mColorA = alpha / 255.0f;
1700    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1701    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1702    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1703    mColorSet = true;
1704    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1705}
1706
1707void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1708    mCaches.fontRenderer->describe(mDescription, paint);
1709}
1710
1711void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1712    mColorA = a;
1713    mColorR = r;
1714    mColorG = g;
1715    mColorB = b;
1716    mColorSet = true;
1717    mSetShaderColor = mDescription.setColor(r, g, b, a);
1718}
1719
1720void OpenGLRenderer::setupDrawShader() {
1721    if (mDrawModifiers.mShader) {
1722        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1723    }
1724}
1725
1726void OpenGLRenderer::setupDrawColorFilter() {
1727    if (mDrawModifiers.mColorFilter) {
1728        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1729    }
1730}
1731
1732void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1733    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1734        mColorA = 1.0f;
1735        mColorR = mColorG = mColorB = 0.0f;
1736        mSetShaderColor = mDescription.modulate = true;
1737    }
1738}
1739
1740void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1741    // When the blending mode is kClear_Mode, we need to use a modulate color
1742    // argb=1,0,0,0
1743    accountForClear(mode);
1744    bool blend = (mColorSet && mColorA < 1.0f) ||
1745            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1746    chooseBlending(blend, mode, mDescription, swapSrcDst);
1747}
1748
1749void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1750    // When the blending mode is kClear_Mode, we need to use a modulate color
1751    // argb=1,0,0,0
1752    accountForClear(mode);
1753    blend |= (mColorSet && mColorA < 1.0f) ||
1754            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1755            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1756    chooseBlending(blend, mode, mDescription, swapSrcDst);
1757}
1758
1759void OpenGLRenderer::setupDrawProgram() {
1760    useProgram(mCaches.programCache.get(mDescription));
1761}
1762
1763void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1764    mTrackDirtyRegions = false;
1765}
1766
1767void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1768        bool ignoreTransform) {
1769    mModelView.loadTranslate(left, top, 0.0f);
1770    if (!ignoreTransform) {
1771        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1772        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1773    } else {
1774        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1775        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1776    }
1777}
1778
1779void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1780    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1781}
1782
1783void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1784        bool ignoreTransform, bool ignoreModelView) {
1785    if (!ignoreModelView) {
1786        mModelView.loadTranslate(left, top, 0.0f);
1787        mModelView.scale(right - left, bottom - top, 1.0f);
1788    } else {
1789        mModelView.loadIdentity();
1790    }
1791    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1792    if (!ignoreTransform) {
1793        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1794        if (mTrackDirtyRegions && dirty) {
1795            dirtyLayer(left, top, right, bottom, currentTransform());
1796        }
1797    } else {
1798        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1799        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1800    }
1801}
1802
1803void OpenGLRenderer::setupDrawPointUniforms() {
1804    int slot = mCaches.currentProgram->getUniform("pointSize");
1805    glUniform1f(slot, mDescription.pointSize);
1806}
1807
1808void OpenGLRenderer::setupDrawColorUniforms() {
1809    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1810        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1811    }
1812}
1813
1814void OpenGLRenderer::setupDrawPureColorUniforms() {
1815    if (mSetShaderColor) {
1816        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1817    }
1818}
1819
1820void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1821    if (mDrawModifiers.mShader) {
1822        if (ignoreTransform) {
1823            mModelView.loadInverse(currentTransform());
1824        }
1825        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1826                mModelView, *mSnapshot, &mTextureUnit);
1827    }
1828}
1829
1830void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1831    if (mDrawModifiers.mShader) {
1832        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1833                mat4::identity(), *mSnapshot, &mTextureUnit);
1834    }
1835}
1836
1837void OpenGLRenderer::setupDrawColorFilterUniforms() {
1838    if (mDrawModifiers.mColorFilter) {
1839        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1840    }
1841}
1842
1843void OpenGLRenderer::setupDrawTextGammaUniforms() {
1844    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1845}
1846
1847void OpenGLRenderer::setupDrawSimpleMesh() {
1848    bool force = mCaches.bindMeshBuffer();
1849    mCaches.bindPositionVertexPointer(force, 0);
1850    mCaches.unbindIndicesBuffer();
1851}
1852
1853void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1854    if (texture) bindTexture(texture);
1855    mTextureUnit++;
1856    mCaches.enableTexCoordsVertexArray();
1857}
1858
1859void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1860    bindExternalTexture(texture);
1861    mTextureUnit++;
1862    mCaches.enableTexCoordsVertexArray();
1863}
1864
1865void OpenGLRenderer::setupDrawTextureTransform() {
1866    mDescription.hasTextureTransform = true;
1867}
1868
1869void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1870    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1871            GL_FALSE, &transform.data[0]);
1872}
1873
1874void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1875    bool force = false;
1876    if (!vertices || vbo) {
1877        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1878    } else {
1879        force = mCaches.unbindMeshBuffer();
1880    }
1881
1882    mCaches.bindPositionVertexPointer(force, vertices);
1883    if (mCaches.currentProgram->texCoords >= 0) {
1884        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1885    }
1886
1887    mCaches.unbindIndicesBuffer();
1888}
1889
1890void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1891    bool force = mCaches.unbindMeshBuffer();
1892    GLsizei stride = sizeof(ColorTextureVertex);
1893
1894    mCaches.bindPositionVertexPointer(force, vertices, stride);
1895    if (mCaches.currentProgram->texCoords >= 0) {
1896        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1897    }
1898    int slot = mCaches.currentProgram->getAttrib("colors");
1899    if (slot >= 0) {
1900        glEnableVertexAttribArray(slot);
1901        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1902    }
1903
1904    mCaches.unbindIndicesBuffer();
1905}
1906
1907void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1908    bool force = false;
1909    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1910    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1911    // use the default VBO found in Caches
1912    if (!vertices || vbo) {
1913        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1914    } else {
1915        force = mCaches.unbindMeshBuffer();
1916    }
1917    mCaches.bindIndicesBuffer();
1918
1919    mCaches.bindPositionVertexPointer(force, vertices);
1920    if (mCaches.currentProgram->texCoords >= 0) {
1921        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1922    }
1923}
1924
1925void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1926    bool force = mCaches.unbindMeshBuffer();
1927    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1928    mCaches.unbindIndicesBuffer();
1929}
1930
1931void OpenGLRenderer::finishDrawTexture() {
1932}
1933
1934///////////////////////////////////////////////////////////////////////////////
1935// Drawing
1936///////////////////////////////////////////////////////////////////////////////
1937
1938status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1939        int32_t replayFlags) {
1940    status_t status;
1941    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1942    // will be performed by the display list itself
1943    if (displayList && displayList->isRenderable()) {
1944        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1945            status = startFrame();
1946            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1947            displayList->replay(replayStruct, 0);
1948            return status | replayStruct.mDrawGlStatus;
1949        }
1950
1951        DeferredDisplayList deferredList;
1952        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1953        displayList->defer(deferStruct, 0);
1954
1955        flushLayers();
1956        status = startFrame();
1957
1958        return status | deferredList.flush(*this, dirty);
1959    }
1960
1961    return DrawGlInfo::kStatusDone;
1962}
1963
1964void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1965    if (displayList) {
1966        displayList->output(1);
1967    }
1968}
1969
1970void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1971    int alpha;
1972    SkXfermode::Mode mode;
1973    getAlphaAndMode(paint, &alpha, &mode);
1974
1975    int color = paint != NULL ? paint->getColor() : 0;
1976
1977    float x = left;
1978    float y = top;
1979
1980    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1981
1982    bool ignoreTransform = false;
1983    if (currentTransform().isPureTranslate()) {
1984        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
1985        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
1986        ignoreTransform = true;
1987
1988        texture->setFilter(GL_NEAREST, true);
1989    } else {
1990        texture->setFilter(FILTER(paint), true);
1991    }
1992
1993    // No need to check for a UV mapper on the texture object, only ARGB_8888
1994    // bitmaps get packed in the atlas
1995    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1996            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1997            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1998}
1999
2000status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
2001        const Rect& bounds, SkPaint* paint) {
2002
2003    // merged draw operations don't need scissor, but clip should still be valid
2004    mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2005
2006    mCaches.activeTexture(0);
2007    Texture* texture = getTexture(bitmap);
2008    if (!texture) return DrawGlInfo::kStatusDone;
2009
2010    const AutoTexture autoCleanup(texture);
2011
2012    int alpha;
2013    SkXfermode::Mode mode;
2014    getAlphaAndMode(paint, &alpha, &mode);
2015
2016    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2017    texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now
2018
2019    const float x = (int) floorf(bounds.left + 0.5f);
2020    const float y = (int) floorf(bounds.top + 0.5f);
2021    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2022        int color = paint != NULL ? paint->getColor() : 0;
2023        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2024                texture->id, paint != NULL, color, alpha, mode,
2025                &vertices[0].position[0], &vertices[0].texture[0],
2026                GL_TRIANGLES, bitmapCount * 6, true, true);
2027    } else {
2028        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2029                texture->id, alpha / 255.0f, mode, texture->blend,
2030                &vertices[0].position[0], &vertices[0].texture[0],
2031                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2032    }
2033
2034    return DrawGlInfo::kStatusDrew;
2035}
2036
2037status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2038    const float right = left + bitmap->width();
2039    const float bottom = top + bitmap->height();
2040
2041    if (quickReject(left, top, right, bottom)) {
2042        return DrawGlInfo::kStatusDone;
2043    }
2044
2045    mCaches.activeTexture(0);
2046    Texture* texture = getTexture(bitmap);
2047    if (!texture) return DrawGlInfo::kStatusDone;
2048    const AutoTexture autoCleanup(texture);
2049
2050    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2051        drawAlphaBitmap(texture, left, top, paint);
2052    } else {
2053        drawTextureRect(left, top, right, bottom, texture, paint);
2054    }
2055
2056    return DrawGlInfo::kStatusDrew;
2057}
2058
2059status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2060    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2061    const mat4 transform(*matrix);
2062    transform.mapRect(r);
2063
2064    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2065        return DrawGlInfo::kStatusDone;
2066    }
2067
2068    mCaches.activeTexture(0);
2069    Texture* texture = getTexture(bitmap);
2070    if (!texture) return DrawGlInfo::kStatusDone;
2071    const AutoTexture autoCleanup(texture);
2072
2073    // This could be done in a cheaper way, all we need is pass the matrix
2074    // to the vertex shader. The save/restore is a bit overkill.
2075    save(SkCanvas::kMatrix_SaveFlag);
2076    concatMatrix(matrix);
2077    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2078        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2079    } else {
2080        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2081    }
2082    restore();
2083
2084    return DrawGlInfo::kStatusDrew;
2085}
2086
2087status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2088    const float right = left + bitmap->width();
2089    const float bottom = top + bitmap->height();
2090
2091    if (quickReject(left, top, right, bottom)) {
2092        return DrawGlInfo::kStatusDone;
2093    }
2094
2095    mCaches.activeTexture(0);
2096    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2097    const AutoTexture autoCleanup(texture);
2098
2099    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2100        drawAlphaBitmap(texture, left, top, paint);
2101    } else {
2102        drawTextureRect(left, top, right, bottom, texture, paint);
2103    }
2104
2105    return DrawGlInfo::kStatusDrew;
2106}
2107
2108status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2109        float* vertices, int* colors, SkPaint* paint) {
2110    if (!vertices || mSnapshot->isIgnored()) {
2111        return DrawGlInfo::kStatusDone;
2112    }
2113
2114    float left = FLT_MAX;
2115    float top = FLT_MAX;
2116    float right = FLT_MIN;
2117    float bottom = FLT_MIN;
2118
2119    const uint32_t count = meshWidth * meshHeight * 6;
2120
2121    ColorTextureVertex mesh[count];
2122    ColorTextureVertex* vertex = mesh;
2123
2124    bool cleanupColors = false;
2125    if (!colors) {
2126        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2127        colors = new int[colorsCount];
2128        memset(colors, 0xff, colorsCount * sizeof(int));
2129        cleanupColors = true;
2130    }
2131
2132    mCaches.activeTexture(0);
2133    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2134    const UvMapper& mapper(getMapper(texture));
2135
2136    for (int32_t y = 0; y < meshHeight; y++) {
2137        for (int32_t x = 0; x < meshWidth; x++) {
2138            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2139
2140            float u1 = float(x) / meshWidth;
2141            float u2 = float(x + 1) / meshWidth;
2142            float v1 = float(y) / meshHeight;
2143            float v2 = float(y + 1) / meshHeight;
2144
2145            mapper.map(u1, v1, u2, v2);
2146
2147            int ax = i + (meshWidth + 1) * 2;
2148            int ay = ax + 1;
2149            int bx = i;
2150            int by = bx + 1;
2151            int cx = i + 2;
2152            int cy = cx + 1;
2153            int dx = i + (meshWidth + 1) * 2 + 2;
2154            int dy = dx + 1;
2155
2156            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2157            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2158            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2159
2160            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2161            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2162            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2163
2164            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2165            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2166            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2167            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2168        }
2169    }
2170
2171    if (quickReject(left, top, right, bottom)) {
2172        if (cleanupColors) delete[] colors;
2173        return DrawGlInfo::kStatusDone;
2174    }
2175
2176    if (!texture) {
2177        texture = mCaches.textureCache.get(bitmap);
2178        if (!texture) {
2179            if (cleanupColors) delete[] colors;
2180            return DrawGlInfo::kStatusDone;
2181        }
2182    }
2183    const AutoTexture autoCleanup(texture);
2184
2185    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2186    texture->setFilter(FILTER(paint), true);
2187
2188    int alpha;
2189    SkXfermode::Mode mode;
2190    getAlphaAndMode(paint, &alpha, &mode);
2191
2192    float a = alpha / 255.0f;
2193
2194    if (hasLayer()) {
2195        dirtyLayer(left, top, right, bottom, currentTransform());
2196    }
2197
2198    setupDraw();
2199    setupDrawWithTextureAndColor();
2200    setupDrawColor(a, a, a, a);
2201    setupDrawColorFilter();
2202    setupDrawBlending(true, mode, false);
2203    setupDrawProgram();
2204    setupDrawDirtyRegionsDisabled();
2205    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2206    setupDrawTexture(texture->id);
2207    setupDrawPureColorUniforms();
2208    setupDrawColorFilterUniforms();
2209    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2210
2211    glDrawArrays(GL_TRIANGLES, 0, count);
2212
2213    finishDrawTexture();
2214
2215    int slot = mCaches.currentProgram->getAttrib("colors");
2216    if (slot >= 0) {
2217        glDisableVertexAttribArray(slot);
2218    }
2219
2220    if (cleanupColors) delete[] colors;
2221
2222    return DrawGlInfo::kStatusDrew;
2223}
2224
2225status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2226         float srcLeft, float srcTop, float srcRight, float srcBottom,
2227         float dstLeft, float dstTop, float dstRight, float dstBottom,
2228         SkPaint* paint) {
2229    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2230        return DrawGlInfo::kStatusDone;
2231    }
2232
2233    mCaches.activeTexture(0);
2234    Texture* texture = getTexture(bitmap);
2235    if (!texture) return DrawGlInfo::kStatusDone;
2236    const AutoTexture autoCleanup(texture);
2237
2238    const float width = texture->width;
2239    const float height = texture->height;
2240
2241    float u1 = fmax(0.0f, srcLeft / width);
2242    float v1 = fmax(0.0f, srcTop / height);
2243    float u2 = fmin(1.0f, srcRight / width);
2244    float v2 = fmin(1.0f, srcBottom / height);
2245
2246    getMapper(texture).map(u1, v1, u2, v2);
2247
2248    mCaches.unbindMeshBuffer();
2249    resetDrawTextureTexCoords(u1, v1, u2, v2);
2250
2251    int alpha;
2252    SkXfermode::Mode mode;
2253    getAlphaAndMode(paint, &alpha, &mode);
2254
2255    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2256
2257    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2258    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2259
2260    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2261    // Apply a scale transform on the canvas only when a shader is in use
2262    // Skia handles the ratio between the dst and src rects as a scale factor
2263    // when a shader is set
2264    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2265    bool ignoreTransform = false;
2266
2267    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2268        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2269        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2270
2271        dstRight = x + (dstRight - dstLeft);
2272        dstBottom = y + (dstBottom - dstTop);
2273
2274        dstLeft = x;
2275        dstTop = y;
2276
2277        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2278        ignoreTransform = true;
2279    } else {
2280        texture->setFilter(FILTER(paint), true);
2281    }
2282
2283    if (CC_UNLIKELY(useScaleTransform)) {
2284        save(SkCanvas::kMatrix_SaveFlag);
2285        translate(dstLeft, dstTop);
2286        scale(scaleX, scaleY);
2287
2288        dstLeft = 0.0f;
2289        dstTop = 0.0f;
2290
2291        dstRight = srcRight - srcLeft;
2292        dstBottom = srcBottom - srcTop;
2293    }
2294
2295    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2296        int color = paint ? paint->getColor() : 0;
2297        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2298                texture->id, paint != NULL, color, alpha, mode,
2299                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2300                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2301    } else {
2302        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2303                texture->id, alpha / 255.0f, mode, texture->blend,
2304                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2305                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2306    }
2307
2308    if (CC_UNLIKELY(useScaleTransform)) {
2309        restore();
2310    }
2311
2312    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2313
2314    return DrawGlInfo::kStatusDrew;
2315}
2316
2317status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2318        float left, float top, float right, float bottom, SkPaint* paint) {
2319    int alpha;
2320    SkXfermode::Mode mode;
2321    getAlphaAndMode(paint, &alpha, &mode);
2322
2323    return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap),
2324            left, top, right, bottom, alpha, mode);
2325}
2326
2327status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2328        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2329        int alpha, SkXfermode::Mode mode) {
2330    if (quickReject(left, top, right, bottom)) {
2331        return DrawGlInfo::kStatusDone;
2332    }
2333
2334    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2335            right - left, bottom - top, patch);
2336
2337    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2338        mCaches.activeTexture(0);
2339        Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap);
2340        if (!texture) return DrawGlInfo::kStatusDone;
2341        const AutoTexture autoCleanup(texture);
2342
2343        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2344        texture->setFilter(GL_LINEAR, true);
2345
2346        const bool pureTranslate = currentTransform().isPureTranslate();
2347        // Mark the current layer dirty where we are going to draw the patch
2348        if (hasLayer() && mesh->hasEmptyQuads) {
2349            const float offsetX = left + currentTransform().getTranslateX();
2350            const float offsetY = top + currentTransform().getTranslateY();
2351            const size_t count = mesh->quads.size();
2352            for (size_t i = 0; i < count; i++) {
2353                const Rect& bounds = mesh->quads.itemAt(i);
2354                if (CC_LIKELY(pureTranslate)) {
2355                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2356                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2357                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2358                } else {
2359                    dirtyLayer(left + bounds.left, top + bounds.top,
2360                            left + bounds.right, top + bounds.bottom, currentTransform());
2361                }
2362            }
2363        }
2364
2365        alpha *= mSnapshot->alpha;
2366
2367        if (CC_LIKELY(pureTranslate)) {
2368            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2369            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2370
2371            right = x + right - left;
2372            bottom = y + bottom - top;
2373            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2374                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2375                    GL_TRIANGLES, mesh->indexCount, false, true,
2376                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2377        } else {
2378            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2379                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2380                    GL_TRIANGLES, mesh->indexCount, false, false,
2381                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2382        }
2383    }
2384
2385    return DrawGlInfo::kStatusDrew;
2386}
2387
2388status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2389        bool useOffset) {
2390    if (!vertexBuffer.getSize()) {
2391        // no vertices to draw
2392        return DrawGlInfo::kStatusDone;
2393    }
2394
2395    int color = paint->getColor();
2396    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2397    bool isAA = paint->isAntiAlias();
2398
2399    setupDraw();
2400    setupDrawNoTexture();
2401    if (isAA) setupDrawAA();
2402    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2403    setupDrawColorFilter();
2404    setupDrawShader();
2405    setupDrawBlending(isAA, mode);
2406    setupDrawProgram();
2407    setupDrawModelViewIdentity(useOffset);
2408    setupDrawColorUniforms();
2409    setupDrawColorFilterUniforms();
2410    setupDrawShaderIdentityUniforms();
2411
2412    void* vertices = vertexBuffer.getBuffer();
2413    bool force = mCaches.unbindMeshBuffer();
2414    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2415    mCaches.resetTexCoordsVertexPointer();
2416    mCaches.unbindIndicesBuffer();
2417
2418    int alphaSlot = -1;
2419    if (isAA) {
2420        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2421        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2422
2423        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2424        glEnableVertexAttribArray(alphaSlot);
2425        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2426    }
2427
2428    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2429
2430    if (isAA) {
2431        glDisableVertexAttribArray(alphaSlot);
2432    }
2433
2434    return DrawGlInfo::kStatusDrew;
2435}
2436
2437/**
2438 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2439 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2440 * screen space in all directions. However, instead of using a fragment shader to compute the
2441 * translucency of the color from its position, we simply use a varying parameter to define how far
2442 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2443 *
2444 * Doesn't yet support joins, caps, or path effects.
2445 */
2446status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2447    VertexBuffer vertexBuffer;
2448    // TODO: try clipping large paths to viewport
2449    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2450
2451    if (hasLayer()) {
2452        SkRect bounds = path.getBounds();
2453        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2454        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2455    }
2456
2457    return drawVertexBuffer(vertexBuffer, paint);
2458}
2459
2460/**
2461 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2462 * and additional geometry for defining an alpha slope perimeter.
2463 *
2464 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2465 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2466 * in-shader alpha region, but found it to be taxing on some GPUs.
2467 *
2468 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2469 * memory transfer by removing need for degenerate vertices.
2470 */
2471status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2472    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2473
2474    count &= ~0x3; // round down to nearest four
2475
2476    VertexBuffer buffer;
2477    SkRect bounds;
2478    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2479
2480    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2481        return DrawGlInfo::kStatusDone;
2482    }
2483
2484    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2485
2486    bool useOffset = !paint->isAntiAlias();
2487    return drawVertexBuffer(buffer, paint, useOffset);
2488}
2489
2490status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2491    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2492
2493    // TODO: The paint's cap style defines whether the points are square or circular
2494    // TODO: Handle AA for round points
2495
2496    // A stroke width of 0 has a special meaning in Skia:
2497    // it draws an unscaled 1px point
2498    float strokeWidth = paint->getStrokeWidth();
2499    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2500    if (isHairLine) {
2501        // Now that we know it's hairline, we can set the effective width, to be used later
2502        strokeWidth = 1.0f;
2503    }
2504    const float halfWidth = strokeWidth / 2;
2505
2506    int alpha;
2507    SkXfermode::Mode mode;
2508    getAlphaAndMode(paint, &alpha, &mode);
2509
2510    int verticesCount = count >> 1;
2511    int generatedVerticesCount = 0;
2512
2513    TextureVertex pointsData[verticesCount];
2514    TextureVertex* vertex = &pointsData[0];
2515
2516    // TODO: We should optimize this method to not generate vertices for points
2517    // that lie outside of the clip.
2518    mCaches.enableScissor();
2519
2520    setupDraw();
2521    setupDrawNoTexture();
2522    setupDrawPoint(strokeWidth);
2523    setupDrawColor(paint->getColor(), alpha);
2524    setupDrawColorFilter();
2525    setupDrawShader();
2526    setupDrawBlending(mode);
2527    setupDrawProgram();
2528    setupDrawModelViewIdentity(true);
2529    setupDrawColorUniforms();
2530    setupDrawColorFilterUniforms();
2531    setupDrawPointUniforms();
2532    setupDrawShaderIdentityUniforms();
2533    setupDrawMesh(vertex);
2534
2535    for (int i = 0; i < count; i += 2) {
2536        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2537        generatedVerticesCount++;
2538
2539        float left = points[i] - halfWidth;
2540        float right = points[i] + halfWidth;
2541        float top = points[i + 1] - halfWidth;
2542        float bottom = points [i + 1] + halfWidth;
2543
2544        dirtyLayer(left, top, right, bottom, currentTransform());
2545    }
2546
2547    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2548
2549    return DrawGlInfo::kStatusDrew;
2550}
2551
2552status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2553    // No need to check against the clip, we fill the clip region
2554    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2555
2556    Rect& clip(*mSnapshot->clipRect);
2557    clip.snapToPixelBoundaries();
2558
2559    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2560
2561    return DrawGlInfo::kStatusDrew;
2562}
2563
2564status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2565        SkPaint* paint) {
2566    if (!texture) return DrawGlInfo::kStatusDone;
2567    const AutoTexture autoCleanup(texture);
2568
2569    const float x = left + texture->left - texture->offset;
2570    const float y = top + texture->top - texture->offset;
2571
2572    drawPathTexture(texture, x, y, paint);
2573
2574    return DrawGlInfo::kStatusDrew;
2575}
2576
2577status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2578        float rx, float ry, SkPaint* p) {
2579    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2580            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2581        return DrawGlInfo::kStatusDone;
2582    }
2583
2584    if (p->getPathEffect() != 0) {
2585        mCaches.activeTexture(0);
2586        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2587                right - left, bottom - top, rx, ry, p);
2588        return drawShape(left, top, texture, p);
2589    }
2590
2591    SkPath path;
2592    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2593    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2594        float outset = p->getStrokeWidth() / 2;
2595        rect.outset(outset, outset);
2596        rx += outset;
2597        ry += outset;
2598    }
2599    path.addRoundRect(rect, rx, ry);
2600    return drawConvexPath(path, p);
2601}
2602
2603status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2604    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2605            x + radius, y + radius, p) ||
2606            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2607        return DrawGlInfo::kStatusDone;
2608    }
2609    if (p->getPathEffect() != 0) {
2610        mCaches.activeTexture(0);
2611        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2612        return drawShape(x - radius, y - radius, texture, p);
2613    }
2614
2615    SkPath path;
2616    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2617        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2618    } else {
2619        path.addCircle(x, y, radius);
2620    }
2621    return drawConvexPath(path, p);
2622}
2623
2624status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2625        SkPaint* p) {
2626    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2627            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2628        return DrawGlInfo::kStatusDone;
2629    }
2630
2631    if (p->getPathEffect() != 0) {
2632        mCaches.activeTexture(0);
2633        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2634        return drawShape(left, top, texture, p);
2635    }
2636
2637    SkPath path;
2638    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2639    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2640        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2641    }
2642    path.addOval(rect);
2643    return drawConvexPath(path, p);
2644}
2645
2646status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2647        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2648    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2649            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2650        return DrawGlInfo::kStatusDone;
2651    }
2652
2653    if (fabs(sweepAngle) >= 360.0f) {
2654        return drawOval(left, top, right, bottom, p);
2655    }
2656
2657    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2658    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2659        mCaches.activeTexture(0);
2660        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2661                startAngle, sweepAngle, useCenter, p);
2662        return drawShape(left, top, texture, p);
2663    }
2664
2665    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2666    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2667        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2668    }
2669
2670    SkPath path;
2671    if (useCenter) {
2672        path.moveTo(rect.centerX(), rect.centerY());
2673    }
2674    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2675    if (useCenter) {
2676        path.close();
2677    }
2678    return drawConvexPath(path, p);
2679}
2680
2681// See SkPaintDefaults.h
2682#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2683
2684status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2685    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2686            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2687        return DrawGlInfo::kStatusDone;
2688    }
2689
2690    if (p->getStyle() != SkPaint::kFill_Style) {
2691        // only fill style is supported by drawConvexPath, since others have to handle joins
2692        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2693                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2694            mCaches.activeTexture(0);
2695            const PathTexture* texture =
2696                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2697            return drawShape(left, top, texture, p);
2698        }
2699
2700        SkPath path;
2701        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2702        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2703            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2704        }
2705        path.addRect(rect);
2706        return drawConvexPath(path, p);
2707    }
2708
2709    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2710        SkPath path;
2711        path.addRect(left, top, right, bottom);
2712        return drawConvexPath(path, p);
2713    } else {
2714        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2715        return DrawGlInfo::kStatusDrew;
2716    }
2717}
2718
2719void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2720        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2721        float x, float y) {
2722    mCaches.activeTexture(0);
2723
2724    // NOTE: The drop shadow will not perform gamma correction
2725    //       if shader-based correction is enabled
2726    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2727    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2728            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2729    // If the drop shadow exceeds the max texture size or couldn't be
2730    // allocated, skip drawing
2731    if (!shadow) return;
2732    const AutoTexture autoCleanup(shadow);
2733
2734    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2735    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2736
2737    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2738    int shadowColor = mDrawModifiers.mShadowColor;
2739    if (mDrawModifiers.mShader) {
2740        shadowColor = 0xffffffff;
2741    }
2742
2743    setupDraw();
2744    setupDrawWithTexture(true);
2745    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2746    setupDrawColorFilter();
2747    setupDrawShader();
2748    setupDrawBlending(true, mode);
2749    setupDrawProgram();
2750    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2751    setupDrawTexture(shadow->id);
2752    setupDrawPureColorUniforms();
2753    setupDrawColorFilterUniforms();
2754    setupDrawShaderUniforms();
2755    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2756
2757    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2758}
2759
2760bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2761    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2762    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2763}
2764
2765class TextSetupFunctor: public Functor {
2766public:
2767    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2768            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2769            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2770            alpha(alpha), mode(mode), paint(paint) {
2771    }
2772    ~TextSetupFunctor() { }
2773
2774    status_t operator ()(int what, void* data) {
2775        renderer.setupDraw();
2776        renderer.setupDrawTextGamma(paint);
2777        renderer.setupDrawDirtyRegionsDisabled();
2778        renderer.setupDrawWithTexture(true);
2779        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2780        renderer.setupDrawColorFilter();
2781        renderer.setupDrawShader();
2782        renderer.setupDrawBlending(true, mode);
2783        renderer.setupDrawProgram();
2784        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2785        // Calling setupDrawTexture with the name 0 will enable the
2786        // uv attributes and increase the texture unit count
2787        // texture binding will be performed by the font renderer as
2788        // needed
2789        renderer.setupDrawTexture(0);
2790        renderer.setupDrawPureColorUniforms();
2791        renderer.setupDrawColorFilterUniforms();
2792        renderer.setupDrawShaderUniforms(pureTranslate);
2793        renderer.setupDrawTextGammaUniforms();
2794
2795        return NO_ERROR;
2796    }
2797
2798    OpenGLRenderer& renderer;
2799    float x;
2800    float y;
2801    bool pureTranslate;
2802    int alpha;
2803    SkXfermode::Mode mode;
2804    SkPaint* paint;
2805};
2806
2807status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2808        const float* positions, SkPaint* paint) {
2809    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2810        return DrawGlInfo::kStatusDone;
2811    }
2812
2813    // NOTE: Skia does not support perspective transform on drawPosText yet
2814    if (!currentTransform().isSimple()) {
2815        return DrawGlInfo::kStatusDone;
2816    }
2817
2818    float x = 0.0f;
2819    float y = 0.0f;
2820    const bool pureTranslate = currentTransform().isPureTranslate();
2821    if (pureTranslate) {
2822        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2823        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2824    }
2825
2826    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2827    fontRenderer.setFont(paint, mat4::identity());
2828
2829    int alpha;
2830    SkXfermode::Mode mode;
2831    getAlphaAndMode(paint, &alpha, &mode);
2832
2833    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2834        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2835                alpha, mode, 0.0f, 0.0f);
2836    }
2837
2838    // Pick the appropriate texture filtering
2839    bool linearFilter = currentTransform().changesBounds();
2840    if (pureTranslate && !linearFilter) {
2841        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2842    }
2843    fontRenderer.setTextureFiltering(linearFilter);
2844
2845    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2846    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2847
2848    const bool hasActiveLayer = hasLayer();
2849
2850    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2851    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2852            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2853        if (hasActiveLayer) {
2854            if (!pureTranslate) {
2855                currentTransform().mapRect(bounds);
2856            }
2857            dirtyLayerUnchecked(bounds, getRegion());
2858        }
2859    }
2860
2861    return DrawGlInfo::kStatusDrew;
2862}
2863
2864mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2865    mat4 fontTransform;
2866    if (CC_LIKELY(transform.isPureTranslate())) {
2867        fontTransform = mat4::identity();
2868    } else {
2869        if (CC_UNLIKELY(transform.isPerspective())) {
2870            fontTransform = mat4::identity();
2871        } else {
2872            float sx, sy;
2873            currentTransform().decomposeScale(sx, sy);
2874            fontTransform.loadScale(sx, sy, 1.0f);
2875        }
2876    }
2877    return fontTransform;
2878}
2879
2880status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2881        float x, float y, const float* positions, SkPaint* paint, float length,
2882        DrawOpMode drawOpMode) {
2883
2884    if (drawOpMode == kDrawOpMode_Immediate &&
2885            (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) {
2886        return DrawGlInfo::kStatusDone;
2887    }
2888
2889    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2890    switch (paint->getTextAlign()) {
2891        case SkPaint::kCenter_Align:
2892            x -= length / 2.0f;
2893            break;
2894        case SkPaint::kRight_Align:
2895            x -= length;
2896            break;
2897        default:
2898            break;
2899    }
2900
2901    SkPaint::FontMetrics metrics;
2902    paint->getFontMetrics(&metrics, 0.0f);
2903    if (drawOpMode == kDrawOpMode_Immediate) {
2904        if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2905            return DrawGlInfo::kStatusDone;
2906        }
2907    } else {
2908        // merged draw operations don't need scissor, but clip should still be valid
2909        mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2910    }
2911
2912    const float oldX = x;
2913    const float oldY = y;
2914
2915    const mat4& transform = currentTransform();
2916    const bool pureTranslate = transform.isPureTranslate();
2917
2918    if (CC_LIKELY(pureTranslate)) {
2919        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2920        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2921    }
2922
2923    int alpha;
2924    SkXfermode::Mode mode;
2925    getAlphaAndMode(paint, &alpha, &mode);
2926
2927    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2928
2929    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2930        fontRenderer.setFont(paint, mat4::identity());
2931        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2932                alpha, mode, oldX, oldY);
2933    }
2934
2935    const bool hasActiveLayer = hasLayer();
2936
2937    // We only pass a partial transform to the font renderer. That partial
2938    // matrix defines how glyphs are rasterized. Typically we want glyphs
2939    // to be rasterized at their final size on screen, which means the partial
2940    // matrix needs to take the scale factor into account.
2941    // When a partial matrix is used to transform glyphs during rasterization,
2942    // the mesh is generated with the inverse transform (in the case of scale,
2943    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2944    // apply the full transform matrix at draw time in the vertex shader.
2945    // Applying the full matrix in the shader is the easiest way to handle
2946    // rotation and perspective and allows us to always generated quads in the
2947    // font renderer which greatly simplifies the code, clipping in particular.
2948    mat4 fontTransform = findBestFontTransform(transform);
2949    fontRenderer.setFont(paint, fontTransform);
2950
2951    // Pick the appropriate texture filtering
2952    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2953    fontRenderer.setTextureFiltering(linearFilter);
2954
2955    // TODO: Implement better clipping for scaled/rotated text
2956    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2957    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2958
2959    bool status;
2960    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2961
2962    // don't call issuedrawcommand, do it at end of batch
2963    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2964    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2965        SkPaint paintCopy(*paint);
2966        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2967        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2968                positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2969    } else {
2970        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2971                positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2972    }
2973
2974    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2975        if (!pureTranslate) {
2976            transform.mapRect(bounds);
2977        }
2978        dirtyLayerUnchecked(bounds, getRegion());
2979    }
2980
2981    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2982
2983    return DrawGlInfo::kStatusDrew;
2984}
2985
2986status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2987        float hOffset, float vOffset, SkPaint* paint) {
2988    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2989        return DrawGlInfo::kStatusDone;
2990    }
2991
2992    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2993    fontRenderer.setFont(paint, mat4::identity());
2994    fontRenderer.setTextureFiltering(true);
2995
2996    int alpha;
2997    SkXfermode::Mode mode;
2998    getAlphaAndMode(paint, &alpha, &mode);
2999
3000    setupDraw();
3001    setupDrawTextGamma(paint);
3002    setupDrawDirtyRegionsDisabled();
3003    setupDrawWithTexture(true);
3004    setupDrawAlpha8Color(paint->getColor(), alpha);
3005    setupDrawColorFilter();
3006    setupDrawShader();
3007    setupDrawBlending(true, mode);
3008    setupDrawProgram();
3009    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
3010    // Calling setupDrawTexture with the name 0 will enable the
3011    // uv attributes and increase the texture unit count
3012    // texture binding will be performed by the font renderer as
3013    // needed
3014    setupDrawTexture(0);
3015    setupDrawPureColorUniforms();
3016    setupDrawColorFilterUniforms();
3017    setupDrawShaderUniforms(false);
3018    setupDrawTextGammaUniforms();
3019
3020    const Rect* clip = &mSnapshot->getLocalClip();
3021    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3022
3023    const bool hasActiveLayer = hasLayer();
3024
3025    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3026            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3027        if (hasActiveLayer) {
3028            currentTransform().mapRect(bounds);
3029            dirtyLayerUnchecked(bounds, getRegion());
3030        }
3031    }
3032
3033    return DrawGlInfo::kStatusDrew;
3034}
3035
3036status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3037    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3038
3039    mCaches.activeTexture(0);
3040
3041    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3042    if (!texture) return DrawGlInfo::kStatusDone;
3043    const AutoTexture autoCleanup(texture);
3044
3045    const float x = texture->left - texture->offset;
3046    const float y = texture->top - texture->offset;
3047
3048    drawPathTexture(texture, x, y, paint);
3049
3050    return DrawGlInfo::kStatusDrew;
3051}
3052
3053status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3054    if (!layer) {
3055        return DrawGlInfo::kStatusDone;
3056    }
3057
3058    mat4* transform = NULL;
3059    if (layer->isTextureLayer()) {
3060        transform = &layer->getTransform();
3061        if (!transform->isIdentity()) {
3062            save(0);
3063            currentTransform().multiply(*transform);
3064        }
3065    }
3066
3067    Rect transformed;
3068    Rect clip;
3069    const bool rejected = quickRejectNoScissor(x, y,
3070            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3071
3072    if (rejected) {
3073        if (transform && !transform->isIdentity()) {
3074            restore();
3075        }
3076        return DrawGlInfo::kStatusDone;
3077    }
3078
3079    updateLayer(layer, true);
3080
3081    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3082    mCaches.activeTexture(0);
3083
3084    if (CC_LIKELY(!layer->region.isEmpty())) {
3085        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3086        mDrawModifiers.mColorFilter = layer->getColorFilter();
3087
3088        if (layer->region.isRect()) {
3089            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3090                    composeLayerRect(layer, layer->regionRect));
3091        } else if (layer->mesh) {
3092            const float a = getLayerAlpha(layer);
3093            setupDraw();
3094            setupDrawWithTexture();
3095            setupDrawColor(a, a, a, a);
3096            setupDrawColorFilter();
3097            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3098            setupDrawProgram();
3099            setupDrawPureColorUniforms();
3100            setupDrawColorFilterUniforms();
3101            setupDrawTexture(layer->getTexture());
3102            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3103                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3104                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3105
3106                layer->setFilter(GL_NEAREST);
3107                setupDrawModelViewTranslate(tx, ty,
3108                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3109            } else {
3110                layer->setFilter(GL_LINEAR);
3111                setupDrawModelViewTranslate(x, y,
3112                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3113            }
3114            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3115
3116            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3117                    glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3118                            GL_UNSIGNED_SHORT, layer->meshIndices));
3119
3120            finishDrawTexture();
3121
3122#if DEBUG_LAYERS_AS_REGIONS
3123            drawRegionRects(layer->region);
3124#endif
3125        }
3126
3127        mDrawModifiers.mColorFilter = oldFilter;
3128
3129        if (layer->debugDrawUpdate) {
3130            layer->debugDrawUpdate = false;
3131            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3132                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3133        }
3134    }
3135    layer->hasDrawnSinceUpdate = true;
3136
3137    if (transform && !transform->isIdentity()) {
3138        restore();
3139    }
3140
3141    return DrawGlInfo::kStatusDrew;
3142}
3143
3144///////////////////////////////////////////////////////////////////////////////
3145// Shaders
3146///////////////////////////////////////////////////////////////////////////////
3147
3148void OpenGLRenderer::resetShader() {
3149    mDrawModifiers.mShader = NULL;
3150}
3151
3152void OpenGLRenderer::setupShader(SkiaShader* shader) {
3153    mDrawModifiers.mShader = shader;
3154    if (mDrawModifiers.mShader) {
3155        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3156    }
3157}
3158
3159///////////////////////////////////////////////////////////////////////////////
3160// Color filters
3161///////////////////////////////////////////////////////////////////////////////
3162
3163void OpenGLRenderer::resetColorFilter() {
3164    mDrawModifiers.mColorFilter = NULL;
3165}
3166
3167void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3168    mDrawModifiers.mColorFilter = filter;
3169}
3170
3171///////////////////////////////////////////////////////////////////////////////
3172// Drop shadow
3173///////////////////////////////////////////////////////////////////////////////
3174
3175void OpenGLRenderer::resetShadow() {
3176    mDrawModifiers.mHasShadow = false;
3177}
3178
3179void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3180    mDrawModifiers.mHasShadow = true;
3181    mDrawModifiers.mShadowRadius = radius;
3182    mDrawModifiers.mShadowDx = dx;
3183    mDrawModifiers.mShadowDy = dy;
3184    mDrawModifiers.mShadowColor = color;
3185}
3186
3187///////////////////////////////////////////////////////////////////////////////
3188// Draw filters
3189///////////////////////////////////////////////////////////////////////////////
3190
3191void OpenGLRenderer::resetPaintFilter() {
3192    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3193    // comparison, see MergingDrawBatch::canMergeWith
3194    mDrawModifiers.mHasDrawFilter = false;
3195    mDrawModifiers.mPaintFilterClearBits = 0;
3196    mDrawModifiers.mPaintFilterSetBits = 0;
3197}
3198
3199void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3200    mDrawModifiers.mHasDrawFilter = true;
3201    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3202    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3203}
3204
3205SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3206    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3207        return paint;
3208    }
3209
3210    uint32_t flags = paint->getFlags();
3211
3212    mFilteredPaint = *paint;
3213    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3214            mDrawModifiers.mPaintFilterSetBits);
3215
3216    return &mFilteredPaint;
3217}
3218
3219///////////////////////////////////////////////////////////////////////////////
3220// Drawing implementation
3221///////////////////////////////////////////////////////////////////////////////
3222
3223Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3224    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3225    if (!texture) {
3226        return mCaches.textureCache.get(bitmap);
3227    }
3228    return texture;
3229}
3230
3231void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3232        float x, float y, SkPaint* paint) {
3233    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3234        return;
3235    }
3236
3237    int alpha;
3238    SkXfermode::Mode mode;
3239    getAlphaAndMode(paint, &alpha, &mode);
3240
3241    setupDraw();
3242    setupDrawWithTexture(true);
3243    setupDrawAlpha8Color(paint->getColor(), alpha);
3244    setupDrawColorFilter();
3245    setupDrawShader();
3246    setupDrawBlending(true, mode);
3247    setupDrawProgram();
3248    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3249    setupDrawTexture(texture->id);
3250    setupDrawPureColorUniforms();
3251    setupDrawColorFilterUniforms();
3252    setupDrawShaderUniforms();
3253    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3254
3255    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3256
3257    finishDrawTexture();
3258}
3259
3260// Same values used by Skia
3261#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3262#define kStdUnderline_Offset    (1.0f / 9.0f)
3263#define kStdUnderline_Thickness (1.0f / 18.0f)
3264
3265void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3266        float x, float y, SkPaint* paint) {
3267    // Handle underline and strike-through
3268    uint32_t flags = paint->getFlags();
3269    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3270        SkPaint paintCopy(*paint);
3271        float underlineWidth = length;
3272        // If length is > 0.0f, we already measured the text for the text alignment
3273        if (length <= 0.0f) {
3274            underlineWidth = paintCopy.measureText(text, bytesCount);
3275        }
3276
3277        if (CC_LIKELY(underlineWidth > 0.0f)) {
3278            const float textSize = paintCopy.getTextSize();
3279            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3280
3281            const float left = x;
3282            float top = 0.0f;
3283
3284            int linesCount = 0;
3285            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3286            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3287
3288            const int pointsCount = 4 * linesCount;
3289            float points[pointsCount];
3290            int currentPoint = 0;
3291
3292            if (flags & SkPaint::kUnderlineText_Flag) {
3293                top = y + textSize * kStdUnderline_Offset;
3294                points[currentPoint++] = left;
3295                points[currentPoint++] = top;
3296                points[currentPoint++] = left + underlineWidth;
3297                points[currentPoint++] = top;
3298            }
3299
3300            if (flags & SkPaint::kStrikeThruText_Flag) {
3301                top = y + textSize * kStdStrikeThru_Offset;
3302                points[currentPoint++] = left;
3303                points[currentPoint++] = top;
3304                points[currentPoint++] = left + underlineWidth;
3305                points[currentPoint++] = top;
3306            }
3307
3308            paintCopy.setStrokeWidth(strokeWidth);
3309
3310            drawLines(&points[0], pointsCount, &paintCopy);
3311        }
3312    }
3313}
3314
3315status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3316    if (mSnapshot->isIgnored()) {
3317        return DrawGlInfo::kStatusDone;
3318    }
3319
3320    int color = paint->getColor();
3321    // If a shader is set, preserve only the alpha
3322    if (mDrawModifiers.mShader) {
3323        color |= 0x00ffffff;
3324    }
3325    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3326
3327    return drawColorRects(rects, count, color, mode);
3328}
3329
3330status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3331        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3332    if (count == 0) {
3333        return DrawGlInfo::kStatusDone;
3334    }
3335
3336    float left = FLT_MAX;
3337    float top = FLT_MAX;
3338    float right = FLT_MIN;
3339    float bottom = FLT_MIN;
3340
3341    int vertexCount = 0;
3342    Vertex mesh[count * 6];
3343    Vertex* vertex = mesh;
3344
3345    for (int index = 0; index < count; index += 4) {
3346        float l = rects[index + 0];
3347        float t = rects[index + 1];
3348        float r = rects[index + 2];
3349        float b = rects[index + 3];
3350
3351        Vertex::set(vertex++, l, b);
3352        Vertex::set(vertex++, l, t);
3353        Vertex::set(vertex++, r, t);
3354        Vertex::set(vertex++, l, b);
3355        Vertex::set(vertex++, r, t);
3356        Vertex::set(vertex++, r, b);
3357
3358        vertexCount += 6;
3359
3360        left = fminf(left, l);
3361        top = fminf(top, t);
3362        right = fmaxf(right, r);
3363        bottom = fmaxf(bottom, b);
3364    }
3365
3366    if (clip && quickReject(left, top, right, bottom)) {
3367        return DrawGlInfo::kStatusDone;
3368    }
3369
3370    setupDraw();
3371    setupDrawNoTexture();
3372    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3373    setupDrawShader();
3374    setupDrawColorFilter();
3375    setupDrawBlending(mode);
3376    setupDrawProgram();
3377    setupDrawDirtyRegionsDisabled();
3378    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3379    setupDrawColorUniforms();
3380    setupDrawShaderUniforms();
3381    setupDrawColorFilterUniforms();
3382    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3383
3384    if (dirty && hasLayer()) {
3385        dirtyLayer(left, top, right, bottom, currentTransform());
3386    }
3387
3388    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3389
3390    return DrawGlInfo::kStatusDrew;
3391}
3392
3393void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3394        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3395    // If a shader is set, preserve only the alpha
3396    if (mDrawModifiers.mShader) {
3397        color |= 0x00ffffff;
3398    }
3399
3400    setupDraw();
3401    setupDrawNoTexture();
3402    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3403    setupDrawShader();
3404    setupDrawColorFilter();
3405    setupDrawBlending(mode);
3406    setupDrawProgram();
3407    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3408    setupDrawColorUniforms();
3409    setupDrawShaderUniforms(ignoreTransform);
3410    setupDrawColorFilterUniforms();
3411    setupDrawSimpleMesh();
3412
3413    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3414}
3415
3416void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3417        Texture* texture, SkPaint* paint) {
3418    int alpha;
3419    SkXfermode::Mode mode;
3420    getAlphaAndMode(paint, &alpha, &mode);
3421
3422    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3423
3424    GLvoid* vertices = (GLvoid*) NULL;
3425    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3426
3427    if (texture->uvMapper) {
3428        vertices = &mMeshVertices[0].position[0];
3429        texCoords = &mMeshVertices[0].texture[0];
3430
3431        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3432        texture->uvMapper->map(uvs);
3433
3434        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3435    }
3436
3437    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3438        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3439        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3440
3441        texture->setFilter(GL_NEAREST, true);
3442        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3443                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3444                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3445    } else {
3446        texture->setFilter(FILTER(paint), true);
3447        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3448                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3449    }
3450
3451    if (texture->uvMapper) {
3452        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3453    }
3454}
3455
3456void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3457        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3458    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3459            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3460}
3461
3462void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3463        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3464        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3465        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3466
3467    setupDraw();
3468    setupDrawWithTexture();
3469    setupDrawColor(alpha, alpha, alpha, alpha);
3470    setupDrawColorFilter();
3471    setupDrawBlending(blend, mode, swapSrcDst);
3472    setupDrawProgram();
3473    if (!dirty) setupDrawDirtyRegionsDisabled();
3474    if (!ignoreScale) {
3475        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3476    } else {
3477        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3478    }
3479    setupDrawTexture(texture);
3480    setupDrawPureColorUniforms();
3481    setupDrawColorFilterUniforms();
3482    setupDrawMesh(vertices, texCoords, vbo);
3483
3484    glDrawArrays(drawMode, 0, elementsCount);
3485
3486    finishDrawTexture();
3487}
3488
3489void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3490        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3491        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3492        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3493
3494    setupDraw();
3495    setupDrawWithTexture();
3496    setupDrawColor(alpha, alpha, alpha, alpha);
3497    setupDrawColorFilter();
3498    setupDrawBlending(blend, mode, swapSrcDst);
3499    setupDrawProgram();
3500    if (!dirty) setupDrawDirtyRegionsDisabled();
3501    if (!ignoreScale) {
3502        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3503    } else {
3504        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3505    }
3506    setupDrawTexture(texture);
3507    setupDrawPureColorUniforms();
3508    setupDrawColorFilterUniforms();
3509    setupDrawMeshIndices(vertices, texCoords, vbo);
3510
3511    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3512
3513    finishDrawTexture();
3514}
3515
3516void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3517        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3518        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3519        bool ignoreTransform, bool ignoreScale, bool dirty) {
3520
3521    setupDraw();
3522    setupDrawWithTexture(true);
3523    if (hasColor) {
3524        setupDrawAlpha8Color(color, alpha);
3525    }
3526    setupDrawColorFilter();
3527    setupDrawShader();
3528    setupDrawBlending(true, mode);
3529    setupDrawProgram();
3530    if (!dirty) setupDrawDirtyRegionsDisabled();
3531    if (!ignoreScale) {
3532        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3533    } else {
3534        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3535    }
3536    setupDrawTexture(texture);
3537    setupDrawPureColorUniforms();
3538    setupDrawColorFilterUniforms();
3539    setupDrawShaderUniforms();
3540    setupDrawMesh(vertices, texCoords);
3541
3542    glDrawArrays(drawMode, 0, elementsCount);
3543
3544    finishDrawTexture();
3545}
3546
3547void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3548        ProgramDescription& description, bool swapSrcDst) {
3549    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3550
3551    if (blend) {
3552        // These blend modes are not supported by OpenGL directly and have
3553        // to be implemented using shaders. Since the shader will perform
3554        // the blending, turn blending off here
3555        // If the blend mode cannot be implemented using shaders, fall
3556        // back to the default SrcOver blend mode instead
3557        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3558            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3559                description.framebufferMode = mode;
3560                description.swapSrcDst = swapSrcDst;
3561
3562                if (mCaches.blend) {
3563                    glDisable(GL_BLEND);
3564                    mCaches.blend = false;
3565                }
3566
3567                return;
3568            } else {
3569                mode = SkXfermode::kSrcOver_Mode;
3570            }
3571        }
3572
3573        if (!mCaches.blend) {
3574            glEnable(GL_BLEND);
3575        }
3576
3577        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3578        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3579
3580        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3581            glBlendFunc(sourceMode, destMode);
3582            mCaches.lastSrcMode = sourceMode;
3583            mCaches.lastDstMode = destMode;
3584        }
3585    } else if (mCaches.blend) {
3586        glDisable(GL_BLEND);
3587    }
3588    mCaches.blend = blend;
3589}
3590
3591bool OpenGLRenderer::useProgram(Program* program) {
3592    if (!program->isInUse()) {
3593        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3594        program->use();
3595        mCaches.currentProgram = program;
3596        return false;
3597    }
3598    return true;
3599}
3600
3601void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3602    TextureVertex* v = &mMeshVertices[0];
3603    TextureVertex::setUV(v++, u1, v1);
3604    TextureVertex::setUV(v++, u2, v1);
3605    TextureVertex::setUV(v++, u1, v2);
3606    TextureVertex::setUV(v++, u2, v2);
3607}
3608
3609void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3610    getAlphaAndModeDirect(paint, alpha,  mode);
3611    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3612        // if drawing a layer, ignore the paint's alpha
3613        *alpha = mDrawModifiers.mOverrideLayerAlpha;
3614    }
3615    *alpha *= mSnapshot->alpha;
3616}
3617
3618float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3619    float alpha;
3620    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3621        alpha = mDrawModifiers.mOverrideLayerAlpha;
3622    } else {
3623        alpha = layer->getAlpha() / 255.0f;
3624    }
3625    return alpha * mSnapshot->alpha;
3626}
3627
3628}; // namespace uirenderer
3629}; // namespace android
3630