OpenGLRenderer.cpp revision 50a2d6339c7a6ee121c4aa52afc4cc027913f3fc
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "Vector.h"
40
41namespace android {
42namespace uirenderer {
43
44///////////////////////////////////////////////////////////////////////////////
45// Defines
46///////////////////////////////////////////////////////////////////////////////
47
48#define RAD_TO_DEG (180.0f / 3.14159265f)
49#define MIN_ANGLE 0.001f
50
51#define ALPHA_THRESHOLD 0
52
53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
54
55///////////////////////////////////////////////////////////////////////////////
56// Globals
57///////////////////////////////////////////////////////////////////////////////
58
59/**
60 * Structure mapping Skia xfermodes to OpenGL blending factors.
61 */
62struct Blender {
63    SkXfermode::Mode mode;
64    GLenum src;
65    GLenum dst;
66}; // struct Blender
67
68// In this array, the index of each Blender equals the value of the first
69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
70static const Blender gBlends[] = {
71    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
73    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
74    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
75    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
76    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
77    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
78    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
79    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
81    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
82    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
84    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
85    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
86};
87
88// This array contains the swapped version of each SkXfermode. For instance
89// this array's SrcOver blending mode is actually DstOver. You can refer to
90// createLayer() for more information on the purpose of this array.
91static const Blender gBlendsSwap[] = {
92    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
93    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
94    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
95    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
96    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
98    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
99    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
102    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
104    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
105    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
106    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
107};
108
109///////////////////////////////////////////////////////////////////////////////
110// Functions
111///////////////////////////////////////////////////////////////////////////////
112
113template<typename T>
114static inline T min(T a, T b) {
115    return a < b ? a : b;
116}
117
118///////////////////////////////////////////////////////////////////////////////
119// Constructors/destructor
120///////////////////////////////////////////////////////////////////////////////
121
122OpenGLRenderer::OpenGLRenderer():
123        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
124    // *set* draw modifiers to be 0
125    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
126    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
127
128    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
129
130    mFirstSnapshot = new Snapshot;
131    mFrameStarted = false;
132    mCountOverdraw = false;
133
134    mScissorOptimizationDisabled = false;
135}
136
137OpenGLRenderer::~OpenGLRenderer() {
138    // The context has already been destroyed at this point, do not call
139    // GL APIs. All GL state should be kept in Caches.h
140}
141
142void OpenGLRenderer::initProperties() {
143    char property[PROPERTY_VALUE_MAX];
144    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
145        mScissorOptimizationDisabled = !strcasecmp(property, "true");
146        INIT_LOGD("  Scissor optimization %s",
147                mScissorOptimizationDisabled ? "disabled" : "enabled");
148    } else {
149        INIT_LOGD("  Scissor optimization enabled");
150    }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154// Setup
155///////////////////////////////////////////////////////////////////////////////
156
157void OpenGLRenderer::setName(const char* name) {
158    if (name) {
159        mName.setTo(name);
160    } else {
161        mName.clear();
162    }
163}
164
165const char* OpenGLRenderer::getName() const {
166    return mName.string();
167}
168
169bool OpenGLRenderer::isDeferred() {
170    return false;
171}
172
173void OpenGLRenderer::setViewport(int width, int height) {
174    initViewport(width, height);
175
176    glDisable(GL_DITHER);
177    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
178
179    glEnableVertexAttribArray(Program::kBindingPosition);
180}
181
182void OpenGLRenderer::initViewport(int width, int height) {
183    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
184
185    mWidth = width;
186    mHeight = height;
187
188    mFirstSnapshot->height = height;
189    mFirstSnapshot->viewport.set(0, 0, width, height);
190}
191
192void OpenGLRenderer::setupFrameState(float left, float top,
193        float right, float bottom, bool opaque) {
194    mCaches.clearGarbage();
195
196    mOpaque = opaque;
197    mSnapshot = new Snapshot(mFirstSnapshot,
198            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
199    mSnapshot->fbo = getTargetFbo();
200    mSaveCount = 1;
201
202    mSnapshot->setClip(left, top, right, bottom);
203    mTilingClip.set(left, top, right, bottom);
204}
205
206status_t OpenGLRenderer::startFrame() {
207    if (mFrameStarted) return DrawGlInfo::kStatusDone;
208    mFrameStarted = true;
209
210    mDirtyClip = true;
211
212    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
213
214    glViewport(0, 0, mWidth, mHeight);
215
216    // Functors break the tiling extension in pretty spectacular ways
217    // This ensures we don't use tiling when a functor is going to be
218    // invoked during the frame
219    mSuppressTiling = mCaches.hasRegisteredFunctors();
220
221    startTiling(mSnapshot, true);
222
223    debugOverdraw(true, true);
224
225    return clear(mTilingClip.left, mTilingClip.top,
226            mTilingClip.right, mTilingClip.bottom, mOpaque);
227}
228
229status_t OpenGLRenderer::prepare(bool opaque) {
230    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
231}
232
233status_t OpenGLRenderer::prepareDirty(float left, float top,
234        float right, float bottom, bool opaque) {
235
236    setupFrameState(left, top, right, bottom, opaque);
237
238    // Layer renderers will start the frame immediately
239    // The framebuffer renderer will first defer the display list
240    // for each layer and wait until the first drawing command
241    // to start the frame
242    if (mSnapshot->fbo == 0) {
243        syncState();
244        updateLayers();
245    } else {
246        return startFrame();
247    }
248
249    return DrawGlInfo::kStatusDone;
250}
251
252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
253    // If we know that we are going to redraw the entire framebuffer,
254    // perform a discard to let the driver know we don't need to preserve
255    // the back buffer for this frame.
256    if (mExtensions.hasDiscardFramebuffer() &&
257            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
258        const bool isFbo = getTargetFbo() == 0;
259        const GLenum attachments[] = {
260                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
261                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
262        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
263    }
264}
265
266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
267    if (!opaque || mCountOverdraw) {
268        mCaches.enableScissor();
269        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
270        glClear(GL_COLOR_BUFFER_BIT);
271        return DrawGlInfo::kStatusDrew;
272    }
273
274    mCaches.resetScissor();
275    return DrawGlInfo::kStatusDone;
276}
277
278void OpenGLRenderer::syncState() {
279    if (mCaches.blend) {
280        glEnable(GL_BLEND);
281    } else {
282        glDisable(GL_BLEND);
283    }
284}
285
286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque, bool expand) {
287    if (!mSuppressTiling) {
288        Rect* clip = &mTilingClip;
289        if (s->flags & Snapshot::kFlagFboTarget) {
290            clip = &(s->layer->clipRect);
291        }
292
293        startTiling(*clip, s->height, opaque, expand);
294    }
295}
296
297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) {
298    if (!mSuppressTiling) {
299        if(expand) {
300            // Expand the startTiling region by 1
301            int leftNotZero = (clip.left > 0) ? 1 : 0;
302            int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0;
303
304            mCaches.startTiling(
305                clip.left - leftNotZero,
306                windowHeight - clip.bottom - topNotZero,
307                clip.right - clip.left + leftNotZero + 1,
308                clip.bottom - clip.top + topNotZero + 1,
309                opaque);
310        } else {
311            mCaches.startTiling(clip.left, windowHeight - clip.bottom,
312                clip.right - clip.left, clip.bottom - clip.top, opaque);
313        }
314    }
315}
316
317void OpenGLRenderer::endTiling() {
318    if (!mSuppressTiling) mCaches.endTiling();
319}
320
321void OpenGLRenderer::finish() {
322    renderOverdraw();
323    endTiling();
324
325    // When finish() is invoked on FBO 0 we've reached the end
326    // of the current frame
327    if (getTargetFbo() == 0) {
328        mCaches.pathCache.trim();
329    }
330
331    if (!suppressErrorChecks()) {
332#if DEBUG_OPENGL
333        GLenum status = GL_NO_ERROR;
334        while ((status = glGetError()) != GL_NO_ERROR) {
335            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
336            switch (status) {
337                case GL_INVALID_ENUM:
338                    ALOGE("  GL_INVALID_ENUM");
339                    break;
340                case GL_INVALID_VALUE:
341                    ALOGE("  GL_INVALID_VALUE");
342                    break;
343                case GL_INVALID_OPERATION:
344                    ALOGE("  GL_INVALID_OPERATION");
345                    break;
346                case GL_OUT_OF_MEMORY:
347                    ALOGE("  Out of memory!");
348                    break;
349            }
350        }
351#endif
352
353#if DEBUG_MEMORY_USAGE
354        mCaches.dumpMemoryUsage();
355#else
356        if (mCaches.getDebugLevel() & kDebugMemory) {
357            mCaches.dumpMemoryUsage();
358        }
359#endif
360    }
361
362    if (mCountOverdraw) {
363        countOverdraw();
364    }
365
366    mFrameStarted = false;
367}
368
369void OpenGLRenderer::interrupt() {
370    if (mCaches.currentProgram) {
371        if (mCaches.currentProgram->isInUse()) {
372            mCaches.currentProgram->remove();
373            mCaches.currentProgram = NULL;
374        }
375    }
376    mCaches.resetActiveTexture();
377    mCaches.unbindMeshBuffer();
378    mCaches.unbindIndicesBuffer();
379    mCaches.resetVertexPointers();
380    mCaches.disableTexCoordsVertexArray();
381    debugOverdraw(false, false);
382}
383
384void OpenGLRenderer::resume() {
385    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
386    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
387    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
388    debugOverdraw(true, false);
389
390    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
391
392    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
393    mCaches.enableScissor();
394    mCaches.resetScissor();
395    dirtyClip();
396
397    mCaches.activeTexture(0);
398    mCaches.resetBoundTextures();
399
400    mCaches.blend = true;
401    glEnable(GL_BLEND);
402    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
403    glBlendEquation(GL_FUNC_ADD);
404}
405
406void OpenGLRenderer::resumeAfterLayer() {
407    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
408    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
409    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
410    debugOverdraw(true, false);
411
412    mCaches.resetScissor();
413    dirtyClip();
414}
415
416void OpenGLRenderer::detachFunctor(Functor* functor) {
417    mFunctors.remove(functor);
418}
419
420void OpenGLRenderer::attachFunctor(Functor* functor) {
421    mFunctors.add(functor);
422}
423
424status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
425    status_t result = DrawGlInfo::kStatusDone;
426    size_t count = mFunctors.size();
427
428    if (count > 0) {
429        interrupt();
430        SortedVector<Functor*> functors(mFunctors);
431        mFunctors.clear();
432
433        DrawGlInfo info;
434        info.clipLeft = 0;
435        info.clipTop = 0;
436        info.clipRight = 0;
437        info.clipBottom = 0;
438        info.isLayer = false;
439        info.width = 0;
440        info.height = 0;
441        memset(info.transform, 0, sizeof(float) * 16);
442
443        for (size_t i = 0; i < count; i++) {
444            Functor* f = functors.itemAt(i);
445            result |= (*f)(DrawGlInfo::kModeProcess, &info);
446
447            if (result & DrawGlInfo::kStatusDraw) {
448                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
449                dirty.unionWith(localDirty);
450            }
451
452            if (result & DrawGlInfo::kStatusInvoke) {
453                mFunctors.add(f);
454            }
455        }
456        resume();
457    }
458
459    return result;
460}
461
462status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
463    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
464
465    detachFunctor(functor);
466
467
468    Rect clip(*mSnapshot->clipRect);
469    clip.snapToPixelBoundaries();
470
471    // Since we don't know what the functor will draw, let's dirty
472    // tne entire clip region
473    if (hasLayer()) {
474        dirtyLayerUnchecked(clip, getRegion());
475    }
476
477    DrawGlInfo info;
478    info.clipLeft = clip.left;
479    info.clipTop = clip.top;
480    info.clipRight = clip.right;
481    info.clipBottom = clip.bottom;
482    info.isLayer = hasLayer();
483    info.width = getSnapshot()->viewport.getWidth();
484    info.height = getSnapshot()->height;
485    getSnapshot()->transform->copyTo(&info.transform[0]);
486
487    bool dirtyClip = mDirtyClip;
488    // setup GL state for functor
489    if (mDirtyClip) {
490        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
491    }
492    if (mCaches.enableScissor() || dirtyClip) {
493        setScissorFromClip();
494    }
495    interrupt();
496
497    // call functor immediately after GL state setup
498    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
499
500    if (result != DrawGlInfo::kStatusDone) {
501        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
502        dirty.unionWith(localDirty);
503
504        if (result & DrawGlInfo::kStatusInvoke) {
505            mFunctors.add(functor);
506        }
507    }
508
509    resume();
510    return result | DrawGlInfo::kStatusDrew;
511}
512
513///////////////////////////////////////////////////////////////////////////////
514// Debug
515///////////////////////////////////////////////////////////////////////////////
516
517void OpenGLRenderer::eventMark(const char* name) const {
518    mCaches.eventMark(0, name);
519}
520
521void OpenGLRenderer::startMark(const char* name) const {
522    mCaches.startMark(0, name);
523}
524
525void OpenGLRenderer::endMark() const {
526    mCaches.endMark();
527}
528
529void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
530    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
531        if (clear) {
532            mCaches.disableScissor();
533            mCaches.stencil.clear();
534        }
535        if (enable) {
536            mCaches.stencil.enableDebugWrite();
537        } else {
538            mCaches.stencil.disable();
539        }
540    }
541}
542
543void OpenGLRenderer::renderOverdraw() {
544    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
545        const Rect* clip = &mTilingClip;
546
547        mCaches.enableScissor();
548        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
549                clip->right - clip->left, clip->bottom - clip->top);
550
551        // 1x overdraw
552        mCaches.stencil.enableDebugTest(2);
553        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
554
555        // 2x overdraw
556        mCaches.stencil.enableDebugTest(3);
557        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
558
559        // 3x overdraw
560        mCaches.stencil.enableDebugTest(4);
561        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
562
563        // 4x overdraw and higher
564        mCaches.stencil.enableDebugTest(4, true);
565        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
566
567        mCaches.stencil.disable();
568    }
569}
570
571void OpenGLRenderer::countOverdraw() {
572    size_t count = mWidth * mHeight;
573    uint32_t* buffer = new uint32_t[count];
574    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
575
576    size_t total = 0;
577    for (size_t i = 0; i < count; i++) {
578        total += buffer[i] & 0xff;
579    }
580
581    mOverdraw = total / float(count);
582
583    delete[] buffer;
584}
585
586///////////////////////////////////////////////////////////////////////////////
587// Layers
588///////////////////////////////////////////////////////////////////////////////
589
590bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
591    if (layer->deferredUpdateScheduled && layer->renderer &&
592            layer->displayList && layer->displayList->isRenderable()) {
593        ATRACE_CALL();
594
595        Rect& dirty = layer->dirtyRect;
596
597        if (inFrame) {
598            endTiling();
599            debugOverdraw(false, false);
600        }
601
602        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
603            layer->render();
604        } else {
605            layer->defer();
606        }
607
608        if (inFrame) {
609            resumeAfterLayer();
610            startTiling(mSnapshot);
611        }
612
613        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
614        layer->hasDrawnSinceUpdate = false;
615
616        return true;
617    }
618
619    return false;
620}
621
622void OpenGLRenderer::updateLayers() {
623    // If draw deferring is enabled this method will simply defer
624    // the display list of each individual layer. The layers remain
625    // in the layer updates list which will be cleared by flushLayers().
626    int count = mLayerUpdates.size();
627    if (count > 0) {
628        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
629            startMark("Layer Updates");
630        } else {
631            startMark("Defer Layer Updates");
632        }
633
634        // Note: it is very important to update the layers in order
635        for (int i = 0; i < count; i++) {
636            Layer* layer = mLayerUpdates.itemAt(i);
637            updateLayer(layer, false);
638            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
639                mCaches.resourceCache.decrementRefcount(layer);
640            }
641        }
642
643        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
644            mLayerUpdates.clear();
645            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
646        }
647        endMark();
648    }
649}
650
651void OpenGLRenderer::flushLayers() {
652    int count = mLayerUpdates.size();
653    if (count > 0) {
654        startMark("Apply Layer Updates");
655        char layerName[12];
656
657        // Note: it is very important to update the layers in order
658        for (int i = 0; i < count; i++) {
659            sprintf(layerName, "Layer #%d", i);
660            startMark(layerName);
661
662            ATRACE_BEGIN("flushLayer");
663            Layer* layer = mLayerUpdates.itemAt(i);
664            layer->flush();
665            ATRACE_END();
666
667            mCaches.resourceCache.decrementRefcount(layer);
668
669            endMark();
670        }
671
672        mLayerUpdates.clear();
673        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
674
675        endMark();
676    }
677}
678
679void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
680    if (layer) {
681        // Make sure we don't introduce duplicates.
682        // SortedVector would do this automatically but we need to respect
683        // the insertion order. The linear search is not an issue since
684        // this list is usually very short (typically one item, at most a few)
685        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
686            if (mLayerUpdates.itemAt(i) == layer) {
687                return;
688            }
689        }
690        mLayerUpdates.push_back(layer);
691        mCaches.resourceCache.incrementRefcount(layer);
692    }
693}
694
695void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
696    if (layer) {
697        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
698            if (mLayerUpdates.itemAt(i) == layer) {
699                mLayerUpdates.removeAt(i);
700                mCaches.resourceCache.decrementRefcount(layer);
701                break;
702            }
703        }
704    }
705}
706
707void OpenGLRenderer::clearLayerUpdates() {
708    size_t count = mLayerUpdates.size();
709    if (count > 0) {
710        mCaches.resourceCache.lock();
711        for (size_t i = 0; i < count; i++) {
712            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
713        }
714        mCaches.resourceCache.unlock();
715        mLayerUpdates.clear();
716    }
717}
718
719void OpenGLRenderer::flushLayerUpdates() {
720    syncState();
721    updateLayers();
722    flushLayers();
723    // Wait for all the layer updates to be executed
724    AutoFence fence;
725}
726
727///////////////////////////////////////////////////////////////////////////////
728// State management
729///////////////////////////////////////////////////////////////////////////////
730
731int OpenGLRenderer::getSaveCount() const {
732    return mSaveCount;
733}
734
735int OpenGLRenderer::save(int flags) {
736    return saveSnapshot(flags);
737}
738
739void OpenGLRenderer::restore() {
740    if (mSaveCount > 1) {
741        restoreSnapshot();
742    }
743}
744
745void OpenGLRenderer::restoreToCount(int saveCount) {
746    if (saveCount < 1) saveCount = 1;
747
748    while (mSaveCount > saveCount) {
749        restoreSnapshot();
750    }
751}
752
753int OpenGLRenderer::saveSnapshot(int flags) {
754    mSnapshot = new Snapshot(mSnapshot, flags);
755    return mSaveCount++;
756}
757
758bool OpenGLRenderer::restoreSnapshot() {
759    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
760    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
761    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
762
763    sp<Snapshot> current = mSnapshot;
764    sp<Snapshot> previous = mSnapshot->previous;
765
766    if (restoreOrtho) {
767        Rect& r = previous->viewport;
768        glViewport(r.left, r.top, r.right, r.bottom);
769        mOrthoMatrix.load(current->orthoMatrix);
770    }
771
772    mSaveCount--;
773    mSnapshot = previous;
774
775    if (restoreClip) {
776        dirtyClip();
777    }
778
779    if (restoreLayer) {
780        endMark(); // Savelayer
781        startMark("ComposeLayer");
782        composeLayer(current, previous);
783        endMark();
784    }
785
786    return restoreClip;
787}
788
789///////////////////////////////////////////////////////////////////////////////
790// Layers
791///////////////////////////////////////////////////////////////////////////////
792
793int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
794        int alpha, SkXfermode::Mode mode, int flags) {
795    const GLuint previousFbo = mSnapshot->fbo;
796    const int count = saveSnapshot(flags);
797
798    if (!mSnapshot->isIgnored()) {
799        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
800    }
801
802    return count;
803}
804
805void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
806    const Rect untransformedBounds(bounds);
807
808    currentTransform().mapRect(bounds);
809
810    // Layers only make sense if they are in the framebuffer's bounds
811    if (bounds.intersect(*mSnapshot->clipRect)) {
812        // We cannot work with sub-pixels in this case
813        bounds.snapToPixelBoundaries();
814
815        // When the layer is not an FBO, we may use glCopyTexImage so we
816        // need to make sure the layer does not extend outside the bounds
817        // of the framebuffer
818        if (!bounds.intersect(mSnapshot->previous->viewport)) {
819            bounds.setEmpty();
820        } else if (fboLayer) {
821            clip.set(bounds);
822            mat4 inverse;
823            inverse.loadInverse(currentTransform());
824            inverse.mapRect(clip);
825            clip.snapToPixelBoundaries();
826            if (clip.intersect(untransformedBounds)) {
827                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
828                bounds.set(untransformedBounds);
829            } else {
830                clip.setEmpty();
831            }
832        }
833    } else {
834        bounds.setEmpty();
835    }
836}
837
838void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
839        bool fboLayer, int alpha) {
840    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
841            bounds.getHeight() > mCaches.maxTextureSize ||
842            (fboLayer && clip.isEmpty())) {
843        mSnapshot->empty = fboLayer;
844    } else {
845        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
846    }
847}
848
849int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
850        int alpha, SkXfermode::Mode mode, int flags) {
851    const GLuint previousFbo = mSnapshot->fbo;
852    const int count = saveSnapshot(flags);
853
854    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
855        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
856        // operations will be able to store and restore the current clip and transform info, and
857        // quick rejection will be correct (for display lists)
858
859        Rect bounds(left, top, right, bottom);
860        Rect clip;
861        calculateLayerBoundsAndClip(bounds, clip, true);
862        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
863
864        if (!mSnapshot->isIgnored()) {
865            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
866            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
867            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
868        }
869    }
870
871    return count;
872}
873
874
875/**
876 * Layers are viewed by Skia are slightly different than layers in image editing
877 * programs (for instance.) When a layer is created, previously created layers
878 * and the frame buffer still receive every drawing command. For instance, if a
879 * layer is created and a shape intersecting the bounds of the layers and the
880 * framebuffer is draw, the shape will be drawn on both (unless the layer was
881 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
882 *
883 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
884 * texture. Unfortunately, this is inefficient as it requires every primitive to
885 * be drawn n + 1 times, where n is the number of active layers. In practice this
886 * means, for every primitive:
887 *   - Switch active frame buffer
888 *   - Change viewport, clip and projection matrix
889 *   - Issue the drawing
890 *
891 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
892 * To avoid this, layers are implemented in a different way here, at least in the
893 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
894 * is set. When this flag is set we can redirect all drawing operations into a
895 * single FBO.
896 *
897 * This implementation relies on the frame buffer being at least RGBA 8888. When
898 * a layer is created, only a texture is created, not an FBO. The content of the
899 * frame buffer contained within the layer's bounds is copied into this texture
900 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
901 * buffer and drawing continues as normal. This technique therefore treats the
902 * frame buffer as a scratch buffer for the layers.
903 *
904 * To compose the layers back onto the frame buffer, each layer texture
905 * (containing the original frame buffer data) is drawn as a simple quad over
906 * the frame buffer. The trick is that the quad is set as the composition
907 * destination in the blending equation, and the frame buffer becomes the source
908 * of the composition.
909 *
910 * Drawing layers with an alpha value requires an extra step before composition.
911 * An empty quad is drawn over the layer's region in the frame buffer. This quad
912 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
913 * quad is used to multiply the colors in the frame buffer. This is achieved by
914 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
915 * GL_ZERO, GL_SRC_ALPHA.
916 *
917 * Because glCopyTexImage2D() can be slow, an alternative implementation might
918 * be use to draw a single clipped layer. The implementation described above
919 * is correct in every case.
920 *
921 * (1) The frame buffer is actually not cleared right away. To allow the GPU
922 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
923 *     buffer is left untouched until the first drawing operation. Only when
924 *     something actually gets drawn are the layers regions cleared.
925 */
926bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
927        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
928    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
929    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
930
931    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
932
933    // Window coordinates of the layer
934    Rect clip;
935    Rect bounds(left, top, right, bottom);
936    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
937    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
938
939    // Bail out if we won't draw in this snapshot
940    if (mSnapshot->isIgnored()) {
941        return false;
942    }
943
944    mCaches.activeTexture(0);
945    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
946    if (!layer) {
947        return false;
948    }
949
950    layer->setAlpha(alpha, mode);
951    layer->layer.set(bounds);
952    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
953            bounds.getWidth() / float(layer->getWidth()), 0.0f);
954    layer->setColorFilter(mDrawModifiers.mColorFilter);
955    layer->setBlend(true);
956    layer->setDirty(false);
957
958    // Save the layer in the snapshot
959    mSnapshot->flags |= Snapshot::kFlagIsLayer;
960    mSnapshot->layer = layer;
961
962    startMark("SaveLayer");
963    if (fboLayer) {
964        return createFboLayer(layer, bounds, clip, previousFbo);
965    } else {
966        // Copy the framebuffer into the layer
967        layer->bindTexture();
968        if (!bounds.isEmpty()) {
969            if (layer->isEmpty()) {
970                // Workaround for some GL drivers. When reading pixels lying outside
971                // of the window we should get undefined values for those pixels.
972                // Unfortunately some drivers will turn the entire target texture black
973                // when reading outside of the window.
974                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
975                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
976                layer->setEmpty(false);
977            }
978
979            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
980                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
981
982            // Enqueue the buffer coordinates to clear the corresponding region later
983            mLayers.push(new Rect(bounds));
984        }
985    }
986
987    return true;
988}
989
990bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
991    layer->clipRect.set(clip);
992    layer->setFbo(mCaches.fboCache.get());
993
994    mSnapshot->region = &mSnapshot->layer->region;
995    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
996            Snapshot::kFlagDirtyOrtho;
997    mSnapshot->fbo = layer->getFbo();
998    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
999    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
1000    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
1001    mSnapshot->height = bounds.getHeight();
1002    mSnapshot->orthoMatrix.load(mOrthoMatrix);
1003
1004    endTiling();
1005    debugOverdraw(false, false);
1006    // Bind texture to FBO
1007    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
1008    layer->bindTexture();
1009
1010    // Initialize the texture if needed
1011    if (layer->isEmpty()) {
1012        layer->allocateTexture();
1013        layer->setEmpty(false);
1014    }
1015
1016    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1017            layer->getTexture(), 0);
1018
1019    // Expand the startTiling region by 1
1020    startTiling(mSnapshot, true, true);
1021
1022    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1023    mCaches.enableScissor();
1024    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1025            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1026    glClear(GL_COLOR_BUFFER_BIT);
1027
1028    dirtyClip();
1029
1030    // Change the ortho projection
1031    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1032    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1033
1034    return true;
1035}
1036
1037/**
1038 * Read the documentation of createLayer() before doing anything in this method.
1039 */
1040void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1041    if (!current->layer) {
1042        ALOGE("Attempting to compose a layer that does not exist");
1043        return;
1044    }
1045
1046    Layer* layer = current->layer;
1047    const Rect& rect = layer->layer;
1048    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1049
1050    bool clipRequired = false;
1051    quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected
1052    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1053
1054    if (fboLayer) {
1055        endTiling();
1056
1057        // Detach the texture from the FBO
1058        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1059
1060        layer->removeFbo(false);
1061
1062        // Unbind current FBO and restore previous one
1063        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1064        debugOverdraw(true, false);
1065
1066        startTiling(previous);
1067    }
1068
1069    if (!fboLayer && layer->getAlpha() < 255) {
1070        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1071                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1072        // Required below, composeLayerRect() will divide by 255
1073        layer->setAlpha(255);
1074    }
1075
1076    mCaches.unbindMeshBuffer();
1077
1078    mCaches.activeTexture(0);
1079
1080    // When the layer is stored in an FBO, we can save a bit of fillrate by
1081    // drawing only the dirty region
1082    if (fboLayer) {
1083        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1084        if (layer->getColorFilter()) {
1085            setupColorFilter(layer->getColorFilter());
1086        }
1087        composeLayerRegion(layer, rect);
1088        if (layer->getColorFilter()) {
1089            resetColorFilter();
1090        }
1091    } else if (!rect.isEmpty()) {
1092        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1093
1094        save(0);
1095        // the layer contains screen buffer content that shouldn't be alpha modulated
1096        // (and any necessary alpha modulation was handled drawing into the layer)
1097        mSnapshot->alpha = 1.0f;
1098        composeLayerRect(layer, rect, true);
1099        restore();
1100    }
1101
1102    dirtyClip();
1103
1104    // Failing to add the layer to the cache should happen only if the layer is too large
1105    if (!mCaches.layerCache.put(layer)) {
1106        LAYER_LOGD("Deleting layer");
1107        Caches::getInstance().resourceCache.decrementRefcount(layer);
1108    }
1109}
1110
1111void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1112    float alpha = getLayerAlpha(layer);
1113
1114    setupDraw();
1115    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1116        setupDrawWithTexture();
1117    } else {
1118        setupDrawWithExternalTexture();
1119    }
1120    setupDrawTextureTransform();
1121    setupDrawColor(alpha, alpha, alpha, alpha);
1122    setupDrawColorFilter();
1123    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1124    setupDrawProgram();
1125    setupDrawPureColorUniforms();
1126    setupDrawColorFilterUniforms();
1127    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1128        setupDrawTexture(layer->getTexture());
1129    } else {
1130        setupDrawExternalTexture(layer->getTexture());
1131    }
1132    if (currentTransform().isPureTranslate() &&
1133            layer->getWidth() == (uint32_t) rect.getWidth() &&
1134            layer->getHeight() == (uint32_t) rect.getHeight()) {
1135        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1136        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1137
1138        layer->setFilter(GL_NEAREST);
1139        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1140    } else {
1141        layer->setFilter(GL_LINEAR);
1142        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1143    }
1144    setupDrawTextureTransformUniforms(layer->getTexTransform());
1145    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1146
1147    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1148}
1149
1150void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1151    if (!layer->isTextureLayer()) {
1152        const Rect& texCoords = layer->texCoords;
1153        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1154                texCoords.right, texCoords.bottom);
1155
1156        float x = rect.left;
1157        float y = rect.top;
1158        bool simpleTransform = currentTransform().isPureTranslate() &&
1159                layer->getWidth() == (uint32_t) rect.getWidth() &&
1160                layer->getHeight() == (uint32_t) rect.getHeight();
1161
1162        if (simpleTransform) {
1163            // When we're swapping, the layer is already in screen coordinates
1164            if (!swap) {
1165                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1166                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1167            }
1168
1169            layer->setFilter(GL_NEAREST, true);
1170        } else {
1171            layer->setFilter(GL_LINEAR, true);
1172        }
1173
1174        float alpha = getLayerAlpha(layer);
1175        bool blend = layer->isBlend() || alpha < 1.0f;
1176        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1177                layer->getTexture(), alpha, layer->getMode(), blend,
1178                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1179                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1180
1181        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1182    } else {
1183        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1184        drawTextureLayer(layer, rect);
1185        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1186    }
1187}
1188
1189/**
1190 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1191 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1192 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1193 * by saveLayer's restore
1194 */
1195#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1196        DRAW_COMMAND;                                                            \
1197        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1198            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1199            DRAW_COMMAND;                                                        \
1200            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1201        }                                                                        \
1202    }
1203
1204#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1205
1206void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1207    if (layer->region.isRect()) {
1208        layer->setRegionAsRect();
1209
1210        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1211
1212        layer->region.clear();
1213        return;
1214    }
1215
1216    if (CC_LIKELY(!layer->region.isEmpty())) {
1217        size_t count;
1218        const android::Rect* rects;
1219        Region safeRegion;
1220        if (CC_LIKELY(hasRectToRectTransform())) {
1221            rects = layer->region.getArray(&count);
1222        } else {
1223            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1224            rects = safeRegion.getArray(&count);
1225        }
1226
1227        const float alpha = getLayerAlpha(layer);
1228        const float texX = 1.0f / float(layer->getWidth());
1229        const float texY = 1.0f / float(layer->getHeight());
1230        const float height = rect.getHeight();
1231
1232        setupDraw();
1233
1234        // We must get (and therefore bind) the region mesh buffer
1235        // after we setup drawing in case we need to mess with the
1236        // stencil buffer in setupDraw()
1237        TextureVertex* mesh = mCaches.getRegionMesh();
1238        uint32_t numQuads = 0;
1239
1240        setupDrawWithTexture();
1241        setupDrawColor(alpha, alpha, alpha, alpha);
1242        setupDrawColorFilter();
1243        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1244        setupDrawProgram();
1245        setupDrawDirtyRegionsDisabled();
1246        setupDrawPureColorUniforms();
1247        setupDrawColorFilterUniforms();
1248        setupDrawTexture(layer->getTexture());
1249        if (currentTransform().isPureTranslate()) {
1250            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1251            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1252
1253            layer->setFilter(GL_NEAREST);
1254            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1255        } else {
1256            layer->setFilter(GL_LINEAR);
1257            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1258        }
1259        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1260
1261        for (size_t i = 0; i < count; i++) {
1262            const android::Rect* r = &rects[i];
1263
1264            const float u1 = r->left * texX;
1265            const float v1 = (height - r->top) * texY;
1266            const float u2 = r->right * texX;
1267            const float v2 = (height - r->bottom) * texY;
1268
1269            // TODO: Reject quads outside of the clip
1270            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1271            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1272            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1273            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1274
1275            numQuads++;
1276
1277            if (numQuads >= gMaxNumberOfQuads) {
1278                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1279                                GL_UNSIGNED_SHORT, NULL));
1280                numQuads = 0;
1281                mesh = mCaches.getRegionMesh();
1282            }
1283        }
1284
1285        if (numQuads > 0) {
1286            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1287                            GL_UNSIGNED_SHORT, NULL));
1288        }
1289
1290#if DEBUG_LAYERS_AS_REGIONS
1291        drawRegionRects(layer->region);
1292#endif
1293
1294        layer->region.clear();
1295    }
1296}
1297
1298void OpenGLRenderer::drawRegionRects(const Region& region) {
1299#if DEBUG_LAYERS_AS_REGIONS
1300    size_t count;
1301    const android::Rect* rects = region.getArray(&count);
1302
1303    uint32_t colors[] = {
1304            0x7fff0000, 0x7f00ff00,
1305            0x7f0000ff, 0x7fff00ff,
1306    };
1307
1308    int offset = 0;
1309    int32_t top = rects[0].top;
1310
1311    for (size_t i = 0; i < count; i++) {
1312        if (top != rects[i].top) {
1313            offset ^= 0x2;
1314            top = rects[i].top;
1315        }
1316
1317        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1318        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1319                SkXfermode::kSrcOver_Mode);
1320    }
1321#endif
1322}
1323
1324void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1325        SkXfermode::Mode mode, bool dirty) {
1326    Vector<float> rects;
1327
1328    SkRegion::Iterator it(region);
1329    while (!it.done()) {
1330        const SkIRect& r = it.rect();
1331        rects.push(r.fLeft);
1332        rects.push(r.fTop);
1333        rects.push(r.fRight);
1334        rects.push(r.fBottom);
1335        it.next();
1336    }
1337
1338    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1339}
1340
1341void OpenGLRenderer::dirtyLayer(const float left, const float top,
1342        const float right, const float bottom, const mat4 transform) {
1343    if (hasLayer()) {
1344        Rect bounds(left, top, right, bottom);
1345        transform.mapRect(bounds);
1346        dirtyLayerUnchecked(bounds, getRegion());
1347    }
1348}
1349
1350void OpenGLRenderer::dirtyLayer(const float left, const float top,
1351        const float right, const float bottom) {
1352    if (hasLayer()) {
1353        Rect bounds(left, top, right, bottom);
1354        dirtyLayerUnchecked(bounds, getRegion());
1355    }
1356}
1357
1358void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1359    if (bounds.intersect(*mSnapshot->clipRect)) {
1360        bounds.snapToPixelBoundaries();
1361        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1362        if (!dirty.isEmpty()) {
1363            region->orSelf(dirty);
1364        }
1365    }
1366}
1367
1368void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1369    GLsizei elementsCount = quadsCount * 6;
1370    while (elementsCount > 0) {
1371        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1372
1373        setupDrawIndexedVertices(&mesh[0].position[0]);
1374        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1375
1376        elementsCount -= drawCount;
1377        // Though there are 4 vertices in a quad, we use 6 indices per
1378        // quad to draw with GL_TRIANGLES
1379        mesh += (drawCount / 6) * 4;
1380    }
1381}
1382
1383void OpenGLRenderer::clearLayerRegions() {
1384    const size_t count = mLayers.size();
1385    if (count == 0) return;
1386
1387    if (!mSnapshot->isIgnored()) {
1388        // Doing several glScissor/glClear here can negatively impact
1389        // GPUs with a tiler architecture, instead we draw quads with
1390        // the Clear blending mode
1391
1392        // The list contains bounds that have already been clipped
1393        // against their initial clip rect, and the current clip
1394        // is likely different so we need to disable clipping here
1395        bool scissorChanged = mCaches.disableScissor();
1396
1397        Vertex mesh[count * 4];
1398        Vertex* vertex = mesh;
1399
1400        for (uint32_t i = 0; i < count; i++) {
1401            Rect* bounds = mLayers.itemAt(i);
1402
1403            Vertex::set(vertex++, bounds->left, bounds->top);
1404            Vertex::set(vertex++, bounds->right, bounds->top);
1405            Vertex::set(vertex++, bounds->left, bounds->bottom);
1406            Vertex::set(vertex++, bounds->right, bounds->bottom);
1407
1408            delete bounds;
1409        }
1410        // We must clear the list of dirty rects before we
1411        // call setupDraw() to prevent stencil setup to do
1412        // the same thing again
1413        mLayers.clear();
1414
1415        setupDraw(false);
1416        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1417        setupDrawBlending(true, SkXfermode::kClear_Mode);
1418        setupDrawProgram();
1419        setupDrawPureColorUniforms();
1420        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1421
1422        drawIndexedQuads(&mesh[0], count);
1423
1424        if (scissorChanged) mCaches.enableScissor();
1425    } else {
1426        for (uint32_t i = 0; i < count; i++) {
1427            delete mLayers.itemAt(i);
1428        }
1429        mLayers.clear();
1430    }
1431}
1432
1433///////////////////////////////////////////////////////////////////////////////
1434// State Deferral
1435///////////////////////////////////////////////////////////////////////////////
1436
1437bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1438    const Rect& currentClip = *(mSnapshot->clipRect);
1439    const mat4& currentMatrix = *(mSnapshot->transform);
1440
1441    if (stateDeferFlags & kStateDeferFlag_Draw) {
1442        // state has bounds initialized in local coordinates
1443        if (!state.mBounds.isEmpty()) {
1444            currentMatrix.mapRect(state.mBounds);
1445            Rect clippedBounds(state.mBounds);
1446            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1447            // is used, it should more closely duplicate the quickReject logic (in how it uses
1448            // snapToPixelBoundaries)
1449
1450            if(!clippedBounds.intersect(currentClip)) {
1451                // quick rejected
1452                return true;
1453            }
1454
1455            state.mClipSideFlags = kClipSide_None;
1456            if (!currentClip.contains(state.mBounds)) {
1457                int& flags = state.mClipSideFlags;
1458                // op partially clipped, so record which sides are clipped for clip-aware merging
1459                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1460                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1461                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1462                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1463            }
1464            state.mBounds.set(clippedBounds);
1465        } else {
1466            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1467            // overdraw avoidance (since we don't know what it overlaps)
1468            state.mClipSideFlags = kClipSide_ConservativeFull;
1469            state.mBounds.set(currentClip);
1470        }
1471    }
1472
1473    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1474    if (state.mClipValid) {
1475        state.mClip.set(currentClip);
1476    }
1477
1478    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1479    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1480    state.mMatrix.load(currentMatrix);
1481    state.mDrawModifiers = mDrawModifiers;
1482    state.mAlpha = mSnapshot->alpha;
1483    return false;
1484}
1485
1486void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1487    currentTransform().load(state.mMatrix);
1488    mDrawModifiers = state.mDrawModifiers;
1489    mSnapshot->alpha = state.mAlpha;
1490
1491    if (state.mClipValid && !skipClipRestore) {
1492        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1493                state.mClip.right, state.mClip.bottom);
1494        dirtyClip();
1495    }
1496}
1497
1498/**
1499 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1500 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1501 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1502 *
1503 * This method should be called when restoreDisplayState() won't be restoring the clip
1504 */
1505void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1506    if (clipRect != NULL) {
1507        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1508    } else {
1509        mSnapshot->setClip(0, 0, mWidth, mHeight);
1510    }
1511    dirtyClip();
1512    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1513}
1514
1515///////////////////////////////////////////////////////////////////////////////
1516// Transforms
1517///////////////////////////////////////////////////////////////////////////////
1518
1519void OpenGLRenderer::translate(float dx, float dy) {
1520    currentTransform().translate(dx, dy);
1521}
1522
1523void OpenGLRenderer::rotate(float degrees) {
1524    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1525}
1526
1527void OpenGLRenderer::scale(float sx, float sy) {
1528    currentTransform().scale(sx, sy, 1.0f);
1529}
1530
1531void OpenGLRenderer::skew(float sx, float sy) {
1532    currentTransform().skew(sx, sy);
1533}
1534
1535void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1536    if (matrix) {
1537        currentTransform().load(*matrix);
1538    } else {
1539        currentTransform().loadIdentity();
1540    }
1541}
1542
1543bool OpenGLRenderer::hasRectToRectTransform() {
1544    return CC_LIKELY(currentTransform().rectToRect());
1545}
1546
1547void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1548    currentTransform().copyTo(*matrix);
1549}
1550
1551void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1552    SkMatrix transform;
1553    currentTransform().copyTo(transform);
1554    transform.preConcat(*matrix);
1555    currentTransform().load(transform);
1556}
1557
1558///////////////////////////////////////////////////////////////////////////////
1559// Clipping
1560///////////////////////////////////////////////////////////////////////////////
1561
1562void OpenGLRenderer::setScissorFromClip() {
1563    Rect clip(*mSnapshot->clipRect);
1564    clip.snapToPixelBoundaries();
1565
1566    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1567            clip.getWidth(), clip.getHeight())) {
1568        mDirtyClip = false;
1569    }
1570}
1571
1572void OpenGLRenderer::ensureStencilBuffer() {
1573    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1574    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1575    // just hope we have one when hasLayer() returns false.
1576    if (hasLayer()) {
1577        attachStencilBufferToLayer(mSnapshot->layer);
1578    }
1579}
1580
1581void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1582    // The layer's FBO is already bound when we reach this stage
1583    if (!layer->getStencilRenderBuffer()) {
1584        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1585        // is attached after we initiated tiling. We must turn it off,
1586        // attach the new render buffer then turn tiling back on
1587        endTiling();
1588
1589        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1590                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1591        layer->setStencilRenderBuffer(buffer);
1592
1593        startTiling(layer->clipRect, layer->layer.getHeight());
1594    }
1595}
1596
1597void OpenGLRenderer::setStencilFromClip() {
1598    if (!mCaches.debugOverdraw) {
1599        if (!mSnapshot->clipRegion->isEmpty()) {
1600            // NOTE: The order here is important, we must set dirtyClip to false
1601            //       before any draw call to avoid calling back into this method
1602            mDirtyClip = false;
1603
1604            ensureStencilBuffer();
1605
1606            mCaches.stencil.enableWrite();
1607
1608            // Clear the stencil but first make sure we restrict drawing
1609            // to the region's bounds
1610            bool resetScissor = mCaches.enableScissor();
1611            if (resetScissor) {
1612                // The scissor was not set so we now need to update it
1613                setScissorFromClip();
1614            }
1615            mCaches.stencil.clear();
1616            if (resetScissor) mCaches.disableScissor();
1617
1618            // NOTE: We could use the region contour path to generate a smaller mesh
1619            //       Since we are using the stencil we could use the red book path
1620            //       drawing technique. It might increase bandwidth usage though.
1621
1622            // The last parameter is important: we are not drawing in the color buffer
1623            // so we don't want to dirty the current layer, if any
1624            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1625
1626            mCaches.stencil.enableTest();
1627
1628            // Draw the region used to generate the stencil if the appropriate debug
1629            // mode is enabled
1630            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1631                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1632            }
1633        } else {
1634            mCaches.stencil.disable();
1635        }
1636    }
1637}
1638
1639const Rect& OpenGLRenderer::getClipBounds() {
1640    return mSnapshot->getLocalClip();
1641}
1642
1643bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1644        bool snapOut, bool* clipRequired) {
1645    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1646        return true;
1647    }
1648
1649    Rect r(left, top, right, bottom);
1650    currentTransform().mapRect(r);
1651    r.snapGeometryToPixelBoundaries(snapOut);
1652
1653    Rect clipRect(*mSnapshot->clipRect);
1654    clipRect.snapToPixelBoundaries();
1655
1656    if (!clipRect.intersects(r)) return true;
1657
1658    if (clipRequired) *clipRequired = !clipRect.contains(r);
1659    return false;
1660}
1661
1662bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1663        SkPaint* paint) {
1664    // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out
1665    // the final mapped rect to ensure correct clipping behavior for the ramp.
1666    bool snapOut = paint->isAntiAlias();
1667
1668    if (paint->getStyle() != SkPaint::kFill_Style) {
1669        float outset = paint->getStrokeWidth() * 0.5f;
1670        return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut);
1671    } else {
1672        return quickReject(left, top, right, bottom, snapOut);
1673    }
1674}
1675
1676bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) {
1677    bool clipRequired = false;
1678    if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) {
1679        return true;
1680    }
1681
1682    if (!isDeferred()) {
1683        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1684    }
1685    return false;
1686}
1687
1688void OpenGLRenderer::debugClip() {
1689#if DEBUG_CLIP_REGIONS
1690    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1691        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1692    }
1693#endif
1694}
1695
1696bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1697    if (CC_LIKELY(currentTransform().rectToRect())) {
1698        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1699        if (clipped) {
1700            dirtyClip();
1701        }
1702        return !mSnapshot->clipRect->isEmpty();
1703    }
1704
1705    SkPath path;
1706    path.addRect(left, top, right, bottom);
1707
1708    return OpenGLRenderer::clipPath(&path, op);
1709}
1710
1711bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1712    SkMatrix transform;
1713    currentTransform().copyTo(transform);
1714
1715    SkPath transformed;
1716    path->transform(transform, &transformed);
1717
1718    SkRegion clip;
1719    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1720        clip.setRegion(*mSnapshot->previous->clipRegion);
1721    } else {
1722        if (mSnapshot->previous == mFirstSnapshot) {
1723            clip.setRect(0, 0, mWidth, mHeight);
1724        } else {
1725            Rect* bounds = mSnapshot->previous->clipRect;
1726            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1727        }
1728    }
1729
1730    SkRegion region;
1731    region.setPath(transformed, clip);
1732
1733    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1734    if (clipped) {
1735        dirtyClip();
1736    }
1737    return !mSnapshot->clipRect->isEmpty();
1738}
1739
1740bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1741    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1742    if (clipped) {
1743        dirtyClip();
1744    }
1745    return !mSnapshot->clipRect->isEmpty();
1746}
1747
1748Rect* OpenGLRenderer::getClipRect() {
1749    return mSnapshot->clipRect;
1750}
1751
1752///////////////////////////////////////////////////////////////////////////////
1753// Drawing commands
1754///////////////////////////////////////////////////////////////////////////////
1755
1756void OpenGLRenderer::setupDraw(bool clear) {
1757    // TODO: It would be best if we could do this before quickReject()
1758    //       changes the scissor test state
1759    if (clear) clearLayerRegions();
1760    // Make sure setScissor & setStencil happen at the beginning of
1761    // this method
1762    if (mDirtyClip) {
1763        if (mCaches.scissorEnabled) {
1764            setScissorFromClip();
1765        }
1766        setStencilFromClip();
1767    }
1768
1769    mDescription.reset();
1770
1771    mSetShaderColor = false;
1772    mColorSet = false;
1773    mColorA = mColorR = mColorG = mColorB = 0.0f;
1774    mTextureUnit = 0;
1775    mTrackDirtyRegions = true;
1776
1777    // Enable debug highlight when what we're about to draw is tested against
1778    // the stencil buffer and if stencil highlight debugging is on
1779    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1780            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1781            mCaches.stencil.isTestEnabled();
1782
1783    mDescription.emulateStencil = mCountOverdraw;
1784}
1785
1786void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1787    mDescription.hasTexture = true;
1788    mDescription.hasAlpha8Texture = isAlpha8;
1789}
1790
1791void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1792    mDescription.hasTexture = true;
1793    mDescription.hasColors = true;
1794    mDescription.hasAlpha8Texture = isAlpha8;
1795}
1796
1797void OpenGLRenderer::setupDrawWithExternalTexture() {
1798    mDescription.hasExternalTexture = true;
1799}
1800
1801void OpenGLRenderer::setupDrawNoTexture() {
1802    mCaches.disableTexCoordsVertexArray();
1803}
1804
1805void OpenGLRenderer::setupDrawAA() {
1806    mDescription.isAA = true;
1807}
1808
1809void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1810    mColorA = alpha / 255.0f;
1811    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1812    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1813    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1814    mColorSet = true;
1815    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1816}
1817
1818void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1819    mColorA = alpha / 255.0f;
1820    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1821    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1822    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1823    mColorSet = true;
1824    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1825}
1826
1827void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1828    mCaches.fontRenderer->describe(mDescription, paint);
1829}
1830
1831void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1832    mColorA = a;
1833    mColorR = r;
1834    mColorG = g;
1835    mColorB = b;
1836    mColorSet = true;
1837    mSetShaderColor = mDescription.setColor(r, g, b, a);
1838}
1839
1840void OpenGLRenderer::setupDrawShader() {
1841    if (mDrawModifiers.mShader) {
1842        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1843    }
1844}
1845
1846void OpenGLRenderer::setupDrawColorFilter() {
1847    if (mDrawModifiers.mColorFilter) {
1848        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1849    }
1850}
1851
1852void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1853    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1854        mColorA = 1.0f;
1855        mColorR = mColorG = mColorB = 0.0f;
1856        mSetShaderColor = mDescription.modulate = true;
1857    }
1858}
1859
1860void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1861    // When the blending mode is kClear_Mode, we need to use a modulate color
1862    // argb=1,0,0,0
1863    accountForClear(mode);
1864    bool blend = (mColorSet && mColorA < 1.0f) ||
1865            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1866    chooseBlending(blend, mode, mDescription, swapSrcDst);
1867}
1868
1869void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1870    // When the blending mode is kClear_Mode, we need to use a modulate color
1871    // argb=1,0,0,0
1872    accountForClear(mode);
1873    blend |= (mColorSet && mColorA < 1.0f) ||
1874            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1875            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1876    chooseBlending(blend, mode, mDescription, swapSrcDst);
1877}
1878
1879void OpenGLRenderer::setupDrawProgram() {
1880    useProgram(mCaches.programCache.get(mDescription));
1881}
1882
1883void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1884    mTrackDirtyRegions = false;
1885}
1886
1887void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1888        bool ignoreTransform) {
1889    mModelView.loadTranslate(left, top, 0.0f);
1890    if (!ignoreTransform) {
1891        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1892        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1893    } else {
1894        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1895        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1896    }
1897}
1898
1899void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1900    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1901}
1902
1903void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1904        bool ignoreTransform, bool ignoreModelView) {
1905    if (!ignoreModelView) {
1906        mModelView.loadTranslate(left, top, 0.0f);
1907        mModelView.scale(right - left, bottom - top, 1.0f);
1908    } else {
1909        mModelView.loadIdentity();
1910    }
1911    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1912    if (!ignoreTransform) {
1913        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1914        if (mTrackDirtyRegions && dirty) {
1915            dirtyLayer(left, top, right, bottom, currentTransform());
1916        }
1917    } else {
1918        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1919        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1920    }
1921}
1922
1923void OpenGLRenderer::setupDrawColorUniforms() {
1924    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1925        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1926    }
1927}
1928
1929void OpenGLRenderer::setupDrawPureColorUniforms() {
1930    if (mSetShaderColor) {
1931        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1932    }
1933}
1934
1935void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1936    if (mDrawModifiers.mShader) {
1937        if (ignoreTransform) {
1938            mModelView.loadInverse(currentTransform());
1939        }
1940        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1941                mModelView, *mSnapshot, &mTextureUnit);
1942    }
1943}
1944
1945void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1946    if (mDrawModifiers.mShader) {
1947        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1948                mat4::identity(), *mSnapshot, &mTextureUnit);
1949    }
1950}
1951
1952void OpenGLRenderer::setupDrawColorFilterUniforms() {
1953    if (mDrawModifiers.mColorFilter) {
1954        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1955    }
1956}
1957
1958void OpenGLRenderer::setupDrawTextGammaUniforms() {
1959    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1960}
1961
1962void OpenGLRenderer::setupDrawSimpleMesh() {
1963    bool force = mCaches.bindMeshBuffer();
1964    mCaches.bindPositionVertexPointer(force, 0);
1965    mCaches.unbindIndicesBuffer();
1966}
1967
1968void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1969    if (texture) bindTexture(texture);
1970    mTextureUnit++;
1971    mCaches.enableTexCoordsVertexArray();
1972}
1973
1974void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1975    bindExternalTexture(texture);
1976    mTextureUnit++;
1977    mCaches.enableTexCoordsVertexArray();
1978}
1979
1980void OpenGLRenderer::setupDrawTextureTransform() {
1981    mDescription.hasTextureTransform = true;
1982}
1983
1984void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1985    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1986            GL_FALSE, &transform.data[0]);
1987}
1988
1989void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1990    bool force = false;
1991    if (!vertices || vbo) {
1992        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1993    } else {
1994        force = mCaches.unbindMeshBuffer();
1995    }
1996
1997    mCaches.bindPositionVertexPointer(force, vertices);
1998    if (mCaches.currentProgram->texCoords >= 0) {
1999        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2000    }
2001
2002    mCaches.unbindIndicesBuffer();
2003}
2004
2005void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
2006    bool force = mCaches.unbindMeshBuffer();
2007    GLsizei stride = sizeof(ColorTextureVertex);
2008
2009    mCaches.bindPositionVertexPointer(force, vertices, stride);
2010    if (mCaches.currentProgram->texCoords >= 0) {
2011        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
2012    }
2013    int slot = mCaches.currentProgram->getAttrib("colors");
2014    if (slot >= 0) {
2015        glEnableVertexAttribArray(slot);
2016        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
2017    }
2018
2019    mCaches.unbindIndicesBuffer();
2020}
2021
2022void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2023    bool force = false;
2024    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2025    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2026    // use the default VBO found in Caches
2027    if (!vertices || vbo) {
2028        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2029    } else {
2030        force = mCaches.unbindMeshBuffer();
2031    }
2032    mCaches.bindIndicesBuffer();
2033
2034    mCaches.bindPositionVertexPointer(force, vertices);
2035    if (mCaches.currentProgram->texCoords >= 0) {
2036        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2037    }
2038}
2039
2040void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2041    bool force = mCaches.unbindMeshBuffer();
2042    mCaches.bindIndicesBuffer();
2043    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2044}
2045
2046///////////////////////////////////////////////////////////////////////////////
2047// Drawing
2048///////////////////////////////////////////////////////////////////////////////
2049
2050status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2051        int32_t replayFlags) {
2052    status_t status;
2053    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2054    // will be performed by the display list itself
2055    if (displayList && displayList->isRenderable()) {
2056        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2057            status = startFrame();
2058            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2059            displayList->replay(replayStruct, 0);
2060            return status | replayStruct.mDrawGlStatus;
2061        }
2062
2063        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2064        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2065        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2066        displayList->defer(deferStruct, 0);
2067
2068        flushLayers();
2069        status = startFrame();
2070
2071        return status | deferredList.flush(*this, dirty);
2072    }
2073
2074    // Even if there is no drawing command(Ex: invisible),
2075    // it still needs startFrame to clear buffer and start tiling.
2076    return startFrame();
2077}
2078
2079void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
2080    if (displayList) {
2081        displayList->output(1);
2082    }
2083}
2084
2085void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2086    int alpha;
2087    SkXfermode::Mode mode;
2088    getAlphaAndMode(paint, &alpha, &mode);
2089
2090    int color = paint != NULL ? paint->getColor() : 0;
2091
2092    float x = left;
2093    float y = top;
2094
2095    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2096
2097    bool ignoreTransform = false;
2098    if (currentTransform().isPureTranslate()) {
2099        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2100        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2101        ignoreTransform = true;
2102
2103        texture->setFilter(GL_NEAREST, true);
2104    } else {
2105        texture->setFilter(FILTER(paint), true);
2106    }
2107
2108    // No need to check for a UV mapper on the texture object, only ARGB_8888
2109    // bitmaps get packed in the atlas
2110    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2111            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2112            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2113}
2114
2115/**
2116 * Important note: this method is intended to draw batches of bitmaps and
2117 * will not set the scissor enable or dirty the current layer, if any.
2118 * The caller is responsible for properly dirtying the current layer.
2119 */
2120status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2121        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
2122    mCaches.activeTexture(0);
2123    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2124    if (!texture) return DrawGlInfo::kStatusDone;
2125
2126    const AutoTexture autoCleanup(texture);
2127
2128    int alpha;
2129    SkXfermode::Mode mode;
2130    getAlphaAndMode(paint, &alpha, &mode);
2131
2132    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2133    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
2134
2135    const float x = (int) floorf(bounds.left + 0.5f);
2136    const float y = (int) floorf(bounds.top + 0.5f);
2137    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2138        int color = paint != NULL ? paint->getColor() : 0;
2139        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2140                texture->id, paint != NULL, color, alpha, mode,
2141                &vertices[0].position[0], &vertices[0].texture[0],
2142                GL_TRIANGLES, bitmapCount * 6, true, true, false);
2143    } else {
2144        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2145                texture->id, alpha / 255.0f, mode, texture->blend,
2146                &vertices[0].position[0], &vertices[0].texture[0],
2147                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false);
2148    }
2149
2150    return DrawGlInfo::kStatusDrew;
2151}
2152
2153status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2154    const float right = left + bitmap->width();
2155    const float bottom = top + bitmap->height();
2156
2157    if (quickReject(left, top, right, bottom)) {
2158        return DrawGlInfo::kStatusDone;
2159    }
2160
2161    mCaches.activeTexture(0);
2162    Texture* texture = getTexture(bitmap);
2163    if (!texture) return DrawGlInfo::kStatusDone;
2164    const AutoTexture autoCleanup(texture);
2165
2166    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2167        drawAlphaBitmap(texture, left, top, paint);
2168    } else {
2169        drawTextureRect(left, top, right, bottom, texture, paint);
2170    }
2171
2172    return DrawGlInfo::kStatusDrew;
2173}
2174
2175status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2176    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2177    const mat4 transform(*matrix);
2178    transform.mapRect(r);
2179
2180    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2181        return DrawGlInfo::kStatusDone;
2182    }
2183
2184    mCaches.activeTexture(0);
2185    Texture* texture = getTexture(bitmap);
2186    if (!texture) return DrawGlInfo::kStatusDone;
2187    const AutoTexture autoCleanup(texture);
2188
2189    // This could be done in a cheaper way, all we need is pass the matrix
2190    // to the vertex shader. The save/restore is a bit overkill.
2191    save(SkCanvas::kMatrix_SaveFlag);
2192    concatMatrix(matrix);
2193    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2194        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2195    } else {
2196        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2197    }
2198    restore();
2199
2200    return DrawGlInfo::kStatusDrew;
2201}
2202
2203status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2204    const float right = left + bitmap->width();
2205    const float bottom = top + bitmap->height();
2206
2207    if (quickReject(left, top, right, bottom)) {
2208        return DrawGlInfo::kStatusDone;
2209    }
2210
2211    mCaches.activeTexture(0);
2212    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2213    const AutoTexture autoCleanup(texture);
2214
2215    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2216        drawAlphaBitmap(texture, left, top, paint);
2217    } else {
2218        drawTextureRect(left, top, right, bottom, texture, paint);
2219    }
2220
2221    return DrawGlInfo::kStatusDrew;
2222}
2223
2224status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2225        float* vertices, int* colors, SkPaint* paint) {
2226    if (!vertices || mSnapshot->isIgnored()) {
2227        return DrawGlInfo::kStatusDone;
2228    }
2229
2230    // TODO: use quickReject on bounds from vertices
2231    mCaches.enableScissor();
2232
2233    float left = FLT_MAX;
2234    float top = FLT_MAX;
2235    float right = FLT_MIN;
2236    float bottom = FLT_MIN;
2237
2238    const uint32_t count = meshWidth * meshHeight * 6;
2239
2240    ColorTextureVertex mesh[count];
2241    ColorTextureVertex* vertex = mesh;
2242
2243    bool cleanupColors = false;
2244    if (!colors) {
2245        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2246        colors = new int[colorsCount];
2247        memset(colors, 0xff, colorsCount * sizeof(int));
2248        cleanupColors = true;
2249    }
2250
2251    mCaches.activeTexture(0);
2252    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2253    const UvMapper& mapper(getMapper(texture));
2254
2255    for (int32_t y = 0; y < meshHeight; y++) {
2256        for (int32_t x = 0; x < meshWidth; x++) {
2257            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2258
2259            float u1 = float(x) / meshWidth;
2260            float u2 = float(x + 1) / meshWidth;
2261            float v1 = float(y) / meshHeight;
2262            float v2 = float(y + 1) / meshHeight;
2263
2264            mapper.map(u1, v1, u2, v2);
2265
2266            int ax = i + (meshWidth + 1) * 2;
2267            int ay = ax + 1;
2268            int bx = i;
2269            int by = bx + 1;
2270            int cx = i + 2;
2271            int cy = cx + 1;
2272            int dx = i + (meshWidth + 1) * 2 + 2;
2273            int dy = dx + 1;
2274
2275            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2276            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2277            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2278
2279            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2280            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2281            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2282
2283            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2284            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2285            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2286            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2287        }
2288    }
2289
2290    if (quickReject(left, top, right, bottom)) {
2291        if (cleanupColors) delete[] colors;
2292        return DrawGlInfo::kStatusDone;
2293    }
2294
2295    if (!texture) {
2296        texture = mCaches.textureCache.get(bitmap);
2297        if (!texture) {
2298            if (cleanupColors) delete[] colors;
2299            return DrawGlInfo::kStatusDone;
2300        }
2301    }
2302    const AutoTexture autoCleanup(texture);
2303
2304    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2305    texture->setFilter(FILTER(paint), true);
2306
2307    int alpha;
2308    SkXfermode::Mode mode;
2309    getAlphaAndMode(paint, &alpha, &mode);
2310
2311    float a = alpha / 255.0f;
2312
2313    if (hasLayer()) {
2314        dirtyLayer(left, top, right, bottom, currentTransform());
2315    }
2316
2317    setupDraw();
2318    setupDrawWithTextureAndColor();
2319    setupDrawColor(a, a, a, a);
2320    setupDrawColorFilter();
2321    setupDrawBlending(true, mode, false);
2322    setupDrawProgram();
2323    setupDrawDirtyRegionsDisabled();
2324    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2325    setupDrawTexture(texture->id);
2326    setupDrawPureColorUniforms();
2327    setupDrawColorFilterUniforms();
2328    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2329
2330    glDrawArrays(GL_TRIANGLES, 0, count);
2331
2332    int slot = mCaches.currentProgram->getAttrib("colors");
2333    if (slot >= 0) {
2334        glDisableVertexAttribArray(slot);
2335    }
2336
2337    if (cleanupColors) delete[] colors;
2338
2339    return DrawGlInfo::kStatusDrew;
2340}
2341
2342status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2343         float srcLeft, float srcTop, float srcRight, float srcBottom,
2344         float dstLeft, float dstTop, float dstRight, float dstBottom,
2345         SkPaint* paint) {
2346    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2347        return DrawGlInfo::kStatusDone;
2348    }
2349
2350    mCaches.activeTexture(0);
2351    Texture* texture = getTexture(bitmap);
2352    if (!texture) return DrawGlInfo::kStatusDone;
2353    const AutoTexture autoCleanup(texture);
2354
2355    const float width = texture->width;
2356    const float height = texture->height;
2357
2358    float u1 = fmax(0.0f, srcLeft / width);
2359    float v1 = fmax(0.0f, srcTop / height);
2360    float u2 = fmin(1.0f, srcRight / width);
2361    float v2 = fmin(1.0f, srcBottom / height);
2362
2363    getMapper(texture).map(u1, v1, u2, v2);
2364
2365    mCaches.unbindMeshBuffer();
2366    resetDrawTextureTexCoords(u1, v1, u2, v2);
2367
2368    int alpha;
2369    SkXfermode::Mode mode;
2370    getAlphaAndMode(paint, &alpha, &mode);
2371
2372    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2373
2374    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2375    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2376
2377    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2378    // Apply a scale transform on the canvas only when a shader is in use
2379    // Skia handles the ratio between the dst and src rects as a scale factor
2380    // when a shader is set
2381    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2382    bool ignoreTransform = false;
2383
2384    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2385        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2386        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2387
2388        dstRight = x + (dstRight - dstLeft);
2389        dstBottom = y + (dstBottom - dstTop);
2390
2391        dstLeft = x;
2392        dstTop = y;
2393
2394        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2395        ignoreTransform = true;
2396    } else {
2397        texture->setFilter(FILTER(paint), true);
2398    }
2399
2400    if (CC_UNLIKELY(useScaleTransform)) {
2401        save(SkCanvas::kMatrix_SaveFlag);
2402        translate(dstLeft, dstTop);
2403        scale(scaleX, scaleY);
2404
2405        dstLeft = 0.0f;
2406        dstTop = 0.0f;
2407
2408        dstRight = srcRight - srcLeft;
2409        dstBottom = srcBottom - srcTop;
2410    }
2411
2412    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2413        int color = paint ? paint->getColor() : 0;
2414        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2415                texture->id, paint != NULL, color, alpha, mode,
2416                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2417                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2418    } else {
2419        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2420                texture->id, alpha / 255.0f, mode, texture->blend,
2421                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2422                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2423    }
2424
2425    if (CC_UNLIKELY(useScaleTransform)) {
2426        restore();
2427    }
2428
2429    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2430
2431    return DrawGlInfo::kStatusDrew;
2432}
2433
2434status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2435        float left, float top, float right, float bottom, SkPaint* paint) {
2436    if (quickReject(left, top, right, bottom)) {
2437        return DrawGlInfo::kStatusDone;
2438    }
2439
2440    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2441    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2442            right - left, bottom - top, patch);
2443
2444    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2445}
2446
2447status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2448        float left, float top, float right, float bottom, SkPaint* paint) {
2449    if (quickReject(left, top, right, bottom)) {
2450        return DrawGlInfo::kStatusDone;
2451    }
2452
2453    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2454        mCaches.activeTexture(0);
2455        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2456        if (!texture) return DrawGlInfo::kStatusDone;
2457        const AutoTexture autoCleanup(texture);
2458
2459        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2460        texture->setFilter(GL_LINEAR, true);
2461
2462        int alpha;
2463        SkXfermode::Mode mode;
2464        getAlphaAndMode(paint, &alpha, &mode);
2465
2466        const bool pureTranslate = currentTransform().isPureTranslate();
2467        // Mark the current layer dirty where we are going to draw the patch
2468        if (hasLayer() && mesh->hasEmptyQuads) {
2469            const float offsetX = left + currentTransform().getTranslateX();
2470            const float offsetY = top + currentTransform().getTranslateY();
2471            const size_t count = mesh->quads.size();
2472            for (size_t i = 0; i < count; i++) {
2473                const Rect& bounds = mesh->quads.itemAt(i);
2474                if (CC_LIKELY(pureTranslate)) {
2475                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2476                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2477                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2478                } else {
2479                    dirtyLayer(left + bounds.left, top + bounds.top,
2480                            left + bounds.right, top + bounds.bottom, currentTransform());
2481                }
2482            }
2483        }
2484
2485        if (CC_LIKELY(pureTranslate)) {
2486            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2487            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2488
2489            right = x + right - left;
2490            bottom = y + bottom - top;
2491            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2492                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2493                    GL_TRIANGLES, mesh->indexCount, false, true,
2494                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2495        } else {
2496            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2497                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2498                    GL_TRIANGLES, mesh->indexCount, false, false,
2499                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2500        }
2501    }
2502
2503    return DrawGlInfo::kStatusDrew;
2504}
2505
2506/**
2507 * Important note: this method is intended to draw batches of 9-patch objects and
2508 * will not set the scissor enable or dirty the current layer, if any.
2509 * The caller is responsible for properly dirtying the current layer.
2510 */
2511status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2512        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2513    mCaches.activeTexture(0);
2514    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2515    if (!texture) return DrawGlInfo::kStatusDone;
2516    const AutoTexture autoCleanup(texture);
2517
2518    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2519    texture->setFilter(GL_LINEAR, true);
2520
2521    int alpha;
2522    SkXfermode::Mode mode;
2523    getAlphaAndMode(paint, &alpha, &mode);
2524
2525    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2526            mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0],
2527            GL_TRIANGLES, indexCount, false, true, 0, true, false);
2528
2529    return DrawGlInfo::kStatusDrew;
2530}
2531
2532status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2533        bool useOffset) {
2534    if (!vertexBuffer.getVertexCount()) {
2535        // no vertices to draw
2536        return DrawGlInfo::kStatusDone;
2537    }
2538
2539    int color = paint->getColor();
2540    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2541    bool isAA = paint->isAntiAlias();
2542
2543    setupDraw();
2544    setupDrawNoTexture();
2545    if (isAA) setupDrawAA();
2546    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2547    setupDrawColorFilter();
2548    setupDrawShader();
2549    setupDrawBlending(isAA, mode);
2550    setupDrawProgram();
2551    setupDrawModelViewIdentity(useOffset);
2552    setupDrawColorUniforms();
2553    setupDrawColorFilterUniforms();
2554    setupDrawShaderIdentityUniforms();
2555
2556    void* vertices = vertexBuffer.getBuffer();
2557    bool force = mCaches.unbindMeshBuffer();
2558    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2559    mCaches.resetTexCoordsVertexPointer();
2560    mCaches.unbindIndicesBuffer();
2561
2562    int alphaSlot = -1;
2563    if (isAA) {
2564        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2565        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2566
2567        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2568        glEnableVertexAttribArray(alphaSlot);
2569        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2570    }
2571
2572    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2573
2574    if (isAA) {
2575        glDisableVertexAttribArray(alphaSlot);
2576    }
2577
2578    return DrawGlInfo::kStatusDrew;
2579}
2580
2581/**
2582 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2583 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2584 * screen space in all directions. However, instead of using a fragment shader to compute the
2585 * translucency of the color from its position, we simply use a varying parameter to define how far
2586 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2587 *
2588 * Doesn't yet support joins, caps, or path effects.
2589 */
2590status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2591    VertexBuffer vertexBuffer;
2592    // TODO: try clipping large paths to viewport
2593    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2594
2595    if (hasLayer()) {
2596        SkRect bounds = path.getBounds();
2597        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2598        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2599    }
2600
2601    return drawVertexBuffer(vertexBuffer, paint);
2602}
2603
2604/**
2605 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2606 * and additional geometry for defining an alpha slope perimeter.
2607 *
2608 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2609 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2610 * in-shader alpha region, but found it to be taxing on some GPUs.
2611 *
2612 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2613 * memory transfer by removing need for degenerate vertices.
2614 */
2615status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2616    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2617
2618    count &= ~0x3; // round down to nearest four
2619
2620    VertexBuffer buffer;
2621    SkRect bounds;
2622    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2623
2624    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2625        return DrawGlInfo::kStatusDone;
2626    }
2627
2628    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2629
2630    bool useOffset = !paint->isAntiAlias();
2631    return drawVertexBuffer(buffer, paint, useOffset);
2632}
2633
2634status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2635    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2636
2637    count &= ~0x1; // round down to nearest two
2638
2639    VertexBuffer buffer;
2640    SkRect bounds;
2641    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2642
2643    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2644        return DrawGlInfo::kStatusDone;
2645    }
2646
2647    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2648
2649    bool useOffset = !paint->isAntiAlias();
2650    return drawVertexBuffer(buffer, paint, useOffset);
2651}
2652
2653status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2654    // No need to check against the clip, we fill the clip region
2655    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2656
2657    Rect& clip(*mSnapshot->clipRect);
2658    clip.snapToPixelBoundaries();
2659
2660    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2661
2662    return DrawGlInfo::kStatusDrew;
2663}
2664
2665status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2666        SkPaint* paint) {
2667    if (!texture) return DrawGlInfo::kStatusDone;
2668    const AutoTexture autoCleanup(texture);
2669
2670    const float x = left + texture->left - texture->offset;
2671    const float y = top + texture->top - texture->offset;
2672
2673    drawPathTexture(texture, x, y, paint);
2674
2675    return DrawGlInfo::kStatusDrew;
2676}
2677
2678status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2679        float rx, float ry, SkPaint* p) {
2680    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2681            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2682        return DrawGlInfo::kStatusDone;
2683    }
2684
2685    if (p->getPathEffect() != 0) {
2686        mCaches.activeTexture(0);
2687        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2688                right - left, bottom - top, rx, ry, p);
2689        return drawShape(left, top, texture, p);
2690    }
2691
2692    SkPath path;
2693    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2694    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2695        float outset = p->getStrokeWidth() / 2;
2696        rect.outset(outset, outset);
2697        rx += outset;
2698        ry += outset;
2699    }
2700    path.addRoundRect(rect, rx, ry);
2701    return drawConvexPath(path, p);
2702}
2703
2704status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2705    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2706            x + radius, y + radius, p) ||
2707            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2708        return DrawGlInfo::kStatusDone;
2709    }
2710    if (p->getPathEffect() != 0) {
2711        mCaches.activeTexture(0);
2712        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2713        return drawShape(x - radius, y - radius, texture, p);
2714    }
2715
2716    SkPath path;
2717    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2718        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2719    } else {
2720        path.addCircle(x, y, radius);
2721    }
2722    return drawConvexPath(path, p);
2723}
2724
2725status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2726        SkPaint* p) {
2727    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2728            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2729        return DrawGlInfo::kStatusDone;
2730    }
2731
2732    if (p->getPathEffect() != 0) {
2733        mCaches.activeTexture(0);
2734        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2735        return drawShape(left, top, texture, p);
2736    }
2737
2738    SkPath path;
2739    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2740    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2741        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2742    }
2743    path.addOval(rect);
2744    return drawConvexPath(path, p);
2745}
2746
2747status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2748        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2749    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2750            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2751        return DrawGlInfo::kStatusDone;
2752    }
2753
2754    if (fabs(sweepAngle) >= 360.0f) {
2755        return drawOval(left, top, right, bottom, p);
2756    }
2757
2758    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2759    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2760        mCaches.activeTexture(0);
2761        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2762                startAngle, sweepAngle, useCenter, p);
2763        return drawShape(left, top, texture, p);
2764    }
2765
2766    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2767    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2768        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2769    }
2770
2771    SkPath path;
2772    if (useCenter) {
2773        path.moveTo(rect.centerX(), rect.centerY());
2774    }
2775    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2776    if (useCenter) {
2777        path.close();
2778    }
2779    return drawConvexPath(path, p);
2780}
2781
2782// See SkPaintDefaults.h
2783#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2784
2785status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2786    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2787            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2788        return DrawGlInfo::kStatusDone;
2789    }
2790
2791    if (p->getStyle() != SkPaint::kFill_Style) {
2792        // only fill style is supported by drawConvexPath, since others have to handle joins
2793        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2794                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2795            mCaches.activeTexture(0);
2796            const PathTexture* texture =
2797                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2798            return drawShape(left, top, texture, p);
2799        }
2800
2801        SkPath path;
2802        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2803        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2804            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2805        }
2806        path.addRect(rect);
2807        return drawConvexPath(path, p);
2808    }
2809
2810    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2811        SkPath path;
2812        path.addRect(left, top, right, bottom);
2813        return drawConvexPath(path, p);
2814    } else {
2815        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2816        return DrawGlInfo::kStatusDrew;
2817    }
2818}
2819
2820void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2821        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2822        float x, float y) {
2823    mCaches.activeTexture(0);
2824
2825    // NOTE: The drop shadow will not perform gamma correction
2826    //       if shader-based correction is enabled
2827    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2828    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2829            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2830    // If the drop shadow exceeds the max texture size or couldn't be
2831    // allocated, skip drawing
2832    if (!shadow) return;
2833    const AutoTexture autoCleanup(shadow);
2834
2835    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2836    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2837
2838    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2839    int shadowColor = mDrawModifiers.mShadowColor;
2840    if (mDrawModifiers.mShader) {
2841        shadowColor = 0xffffffff;
2842    }
2843
2844    setupDraw();
2845    setupDrawWithTexture(true);
2846    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2847    setupDrawColorFilter();
2848    setupDrawShader();
2849    setupDrawBlending(true, mode);
2850    setupDrawProgram();
2851    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2852    setupDrawTexture(shadow->id);
2853    setupDrawPureColorUniforms();
2854    setupDrawColorFilterUniforms();
2855    setupDrawShaderUniforms();
2856    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2857
2858    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2859}
2860
2861bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2862    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2863    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2864}
2865
2866status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2867        const float* positions, SkPaint* paint) {
2868    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2869        return DrawGlInfo::kStatusDone;
2870    }
2871
2872    // NOTE: Skia does not support perspective transform on drawPosText yet
2873    if (!currentTransform().isSimple()) {
2874        return DrawGlInfo::kStatusDone;
2875    }
2876
2877    mCaches.enableScissor();
2878
2879    float x = 0.0f;
2880    float y = 0.0f;
2881    const bool pureTranslate = currentTransform().isPureTranslate();
2882    if (pureTranslate) {
2883        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2884        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2885    }
2886
2887    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2888    fontRenderer.setFont(paint, mat4::identity());
2889
2890    int alpha;
2891    SkXfermode::Mode mode;
2892    getAlphaAndMode(paint, &alpha, &mode);
2893
2894    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2895        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2896                alpha, mode, 0.0f, 0.0f);
2897    }
2898
2899    // Pick the appropriate texture filtering
2900    bool linearFilter = currentTransform().changesBounds();
2901    if (pureTranslate && !linearFilter) {
2902        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2903    }
2904    fontRenderer.setTextureFiltering(linearFilter);
2905
2906    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2907    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2908
2909    const bool hasActiveLayer = hasLayer();
2910
2911    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2912    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2913            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2914        if (hasActiveLayer) {
2915            if (!pureTranslate) {
2916                currentTransform().mapRect(bounds);
2917            }
2918            dirtyLayerUnchecked(bounds, getRegion());
2919        }
2920    }
2921
2922    return DrawGlInfo::kStatusDrew;
2923}
2924
2925mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2926    mat4 fontTransform;
2927    if (CC_LIKELY(transform.isPureTranslate())) {
2928        fontTransform = mat4::identity();
2929    } else {
2930        if (CC_UNLIKELY(transform.isPerspective())) {
2931            fontTransform = mat4::identity();
2932        } else {
2933            float sx, sy;
2934            currentTransform().decomposeScale(sx, sy);
2935            fontTransform.loadScale(sx, sy, 1.0f);
2936        }
2937    }
2938    return fontTransform;
2939}
2940
2941status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2942        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2943        DrawOpMode drawOpMode) {
2944
2945    if (drawOpMode == kDrawOpMode_Immediate) {
2946        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2947        // drawing as ops from DeferredDisplayList are already filtered for these
2948        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2949                quickReject(bounds)) {
2950            return DrawGlInfo::kStatusDone;
2951        }
2952    }
2953
2954    const float oldX = x;
2955    const float oldY = y;
2956
2957    const mat4& transform = currentTransform();
2958    const bool pureTranslate = transform.isPureTranslate();
2959
2960    if (CC_LIKELY(pureTranslate)) {
2961        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2962        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2963    }
2964
2965    int alpha;
2966    SkXfermode::Mode mode;
2967    getAlphaAndMode(paint, &alpha, &mode);
2968
2969    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2970
2971    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2972        fontRenderer.setFont(paint, mat4::identity());
2973        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2974                alpha, mode, oldX, oldY);
2975    }
2976
2977    const bool hasActiveLayer = hasLayer();
2978
2979    // We only pass a partial transform to the font renderer. That partial
2980    // matrix defines how glyphs are rasterized. Typically we want glyphs
2981    // to be rasterized at their final size on screen, which means the partial
2982    // matrix needs to take the scale factor into account.
2983    // When a partial matrix is used to transform glyphs during rasterization,
2984    // the mesh is generated with the inverse transform (in the case of scale,
2985    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2986    // apply the full transform matrix at draw time in the vertex shader.
2987    // Applying the full matrix in the shader is the easiest way to handle
2988    // rotation and perspective and allows us to always generated quads in the
2989    // font renderer which greatly simplifies the code, clipping in particular.
2990    mat4 fontTransform = findBestFontTransform(transform);
2991    fontRenderer.setFont(paint, fontTransform);
2992
2993    // Pick the appropriate texture filtering
2994    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2995    fontRenderer.setTextureFiltering(linearFilter);
2996
2997    // TODO: Implement better clipping for scaled/rotated text
2998    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2999    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3000
3001    bool status;
3002    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
3003
3004    // don't call issuedrawcommand, do it at end of batch
3005    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
3006    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
3007        SkPaint paintCopy(*paint);
3008        paintCopy.setTextAlign(SkPaint::kLeft_Align);
3009        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
3010                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3011    } else {
3012        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
3013                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3014    }
3015
3016    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
3017        if (!pureTranslate) {
3018            transform.mapRect(layerBounds);
3019        }
3020        dirtyLayerUnchecked(layerBounds, getRegion());
3021    }
3022
3023    drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint);
3024
3025    return DrawGlInfo::kStatusDrew;
3026}
3027
3028status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3029        float hOffset, float vOffset, SkPaint* paint) {
3030    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3031        return DrawGlInfo::kStatusDone;
3032    }
3033
3034    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3035    mCaches.enableScissor();
3036
3037    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3038    fontRenderer.setFont(paint, mat4::identity());
3039    fontRenderer.setTextureFiltering(true);
3040
3041    int alpha;
3042    SkXfermode::Mode mode;
3043    getAlphaAndMode(paint, &alpha, &mode);
3044    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3045
3046    const Rect* clip = &mSnapshot->getLocalClip();
3047    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3048
3049    const bool hasActiveLayer = hasLayer();
3050
3051    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3052            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3053        if (hasActiveLayer) {
3054            currentTransform().mapRect(bounds);
3055            dirtyLayerUnchecked(bounds, getRegion());
3056        }
3057    }
3058
3059    return DrawGlInfo::kStatusDrew;
3060}
3061
3062status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3063    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3064
3065    mCaches.activeTexture(0);
3066
3067    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3068    if (!texture) return DrawGlInfo::kStatusDone;
3069    const AutoTexture autoCleanup(texture);
3070
3071    const float x = texture->left - texture->offset;
3072    const float y = texture->top - texture->offset;
3073
3074    drawPathTexture(texture, x, y, paint);
3075
3076    return DrawGlInfo::kStatusDrew;
3077}
3078
3079status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3080    if (!layer) {
3081        return DrawGlInfo::kStatusDone;
3082    }
3083
3084    mat4* transform = NULL;
3085    if (layer->isTextureLayer()) {
3086        transform = &layer->getTransform();
3087        if (!transform->isIdentity()) {
3088            save(0);
3089            currentTransform().multiply(*transform);
3090        }
3091    }
3092
3093    bool clipRequired = false;
3094    const bool rejected = quickRejectNoScissor(x, y,
3095            x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired);
3096
3097    if (rejected) {
3098        if (transform && !transform->isIdentity()) {
3099            restore();
3100        }
3101        return DrawGlInfo::kStatusDone;
3102    }
3103
3104    updateLayer(layer, true);
3105
3106    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3107    mCaches.activeTexture(0);
3108
3109    if (CC_LIKELY(!layer->region.isEmpty())) {
3110        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3111        mDrawModifiers.mColorFilter = layer->getColorFilter();
3112
3113        if (layer->region.isRect()) {
3114            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3115                    composeLayerRect(layer, layer->regionRect));
3116        } else if (layer->mesh) {
3117            const float a = getLayerAlpha(layer);
3118            setupDraw();
3119            setupDrawWithTexture();
3120            setupDrawColor(a, a, a, a);
3121            setupDrawColorFilter();
3122            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3123            setupDrawProgram();
3124            setupDrawPureColorUniforms();
3125            setupDrawColorFilterUniforms();
3126            setupDrawTexture(layer->getTexture());
3127            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3128                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3129                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3130
3131                layer->setFilter(GL_NEAREST);
3132                setupDrawModelViewTranslate(tx, ty,
3133                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3134            } else {
3135                layer->setFilter(GL_LINEAR);
3136                setupDrawModelViewTranslate(x, y,
3137                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3138            }
3139
3140            TextureVertex* mesh = &layer->mesh[0];
3141            GLsizei elementsCount = layer->meshElementCount;
3142
3143            while (elementsCount > 0) {
3144                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3145
3146                setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3147                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3148                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3149
3150                elementsCount -= drawCount;
3151                // Though there are 4 vertices in a quad, we use 6 indices per
3152                // quad to draw with GL_TRIANGLES
3153                mesh += (drawCount / 6) * 4;
3154            }
3155
3156#if DEBUG_LAYERS_AS_REGIONS
3157            drawRegionRects(layer->region);
3158#endif
3159        }
3160
3161        mDrawModifiers.mColorFilter = oldFilter;
3162
3163        if (layer->debugDrawUpdate) {
3164            layer->debugDrawUpdate = false;
3165            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3166                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3167        }
3168    }
3169    layer->hasDrawnSinceUpdate = true;
3170
3171    if (transform && !transform->isIdentity()) {
3172        restore();
3173    }
3174
3175    return DrawGlInfo::kStatusDrew;
3176}
3177
3178///////////////////////////////////////////////////////////////////////////////
3179// Shaders
3180///////////////////////////////////////////////////////////////////////////////
3181
3182void OpenGLRenderer::resetShader() {
3183    mDrawModifiers.mShader = NULL;
3184}
3185
3186void OpenGLRenderer::setupShader(SkiaShader* shader) {
3187    mDrawModifiers.mShader = shader;
3188    if (mDrawModifiers.mShader) {
3189        mDrawModifiers.mShader->setCaches(mCaches);
3190    }
3191}
3192
3193///////////////////////////////////////////////////////////////////////////////
3194// Color filters
3195///////////////////////////////////////////////////////////////////////////////
3196
3197void OpenGLRenderer::resetColorFilter() {
3198    mDrawModifiers.mColorFilter = NULL;
3199}
3200
3201void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3202    mDrawModifiers.mColorFilter = filter;
3203}
3204
3205///////////////////////////////////////////////////////////////////////////////
3206// Drop shadow
3207///////////////////////////////////////////////////////////////////////////////
3208
3209void OpenGLRenderer::resetShadow() {
3210    mDrawModifiers.mHasShadow = false;
3211}
3212
3213void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3214    mDrawModifiers.mHasShadow = true;
3215    mDrawModifiers.mShadowRadius = radius;
3216    mDrawModifiers.mShadowDx = dx;
3217    mDrawModifiers.mShadowDy = dy;
3218    mDrawModifiers.mShadowColor = color;
3219}
3220
3221///////////////////////////////////////////////////////////////////////////////
3222// Draw filters
3223///////////////////////////////////////////////////////////////////////////////
3224
3225void OpenGLRenderer::resetPaintFilter() {
3226    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3227    // comparison, see MergingDrawBatch::canMergeWith
3228    mDrawModifiers.mHasDrawFilter = false;
3229    mDrawModifiers.mPaintFilterClearBits = 0;
3230    mDrawModifiers.mPaintFilterSetBits = 0;
3231}
3232
3233void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3234    mDrawModifiers.mHasDrawFilter = true;
3235    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3236    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3237}
3238
3239SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3240    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3241        return paint;
3242    }
3243
3244    uint32_t flags = paint->getFlags();
3245
3246    mFilteredPaint = *paint;
3247    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3248            mDrawModifiers.mPaintFilterSetBits);
3249
3250    return &mFilteredPaint;
3251}
3252
3253///////////////////////////////////////////////////////////////////////////////
3254// Drawing implementation
3255///////////////////////////////////////////////////////////////////////////////
3256
3257Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3258    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3259    if (!texture) {
3260        return mCaches.textureCache.get(bitmap);
3261    }
3262    return texture;
3263}
3264
3265void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3266        float x, float y, SkPaint* paint) {
3267    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3268        return;
3269    }
3270
3271    int alpha;
3272    SkXfermode::Mode mode;
3273    getAlphaAndMode(paint, &alpha, &mode);
3274
3275    setupDraw();
3276    setupDrawWithTexture(true);
3277    setupDrawAlpha8Color(paint->getColor(), alpha);
3278    setupDrawColorFilter();
3279    setupDrawShader();
3280    setupDrawBlending(true, mode);
3281    setupDrawProgram();
3282    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3283    setupDrawTexture(texture->id);
3284    setupDrawPureColorUniforms();
3285    setupDrawColorFilterUniforms();
3286    setupDrawShaderUniforms();
3287    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3288
3289    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3290}
3291
3292// Same values used by Skia
3293#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3294#define kStdUnderline_Offset    (1.0f / 9.0f)
3295#define kStdUnderline_Thickness (1.0f / 18.0f)
3296
3297void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth,
3298        float x, float y, SkPaint* paint) {
3299    // Handle underline and strike-through
3300    uint32_t flags = paint->getFlags();
3301    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3302        SkPaint paintCopy(*paint);
3303
3304        if (CC_LIKELY(underlineWidth > 0.0f)) {
3305            const float textSize = paintCopy.getTextSize();
3306            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3307
3308            const float left = x;
3309            float top = 0.0f;
3310
3311            int linesCount = 0;
3312            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3313            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3314
3315            const int pointsCount = 4 * linesCount;
3316            float points[pointsCount];
3317            int currentPoint = 0;
3318
3319            if (flags & SkPaint::kUnderlineText_Flag) {
3320                top = y + textSize * kStdUnderline_Offset;
3321                points[currentPoint++] = left;
3322                points[currentPoint++] = top;
3323                points[currentPoint++] = left + underlineWidth;
3324                points[currentPoint++] = top;
3325            }
3326
3327            if (flags & SkPaint::kStrikeThruText_Flag) {
3328                top = y + textSize * kStdStrikeThru_Offset;
3329                points[currentPoint++] = left;
3330                points[currentPoint++] = top;
3331                points[currentPoint++] = left + underlineWidth;
3332                points[currentPoint++] = top;
3333            }
3334
3335            paintCopy.setStrokeWidth(strokeWidth);
3336
3337            drawLines(&points[0], pointsCount, &paintCopy);
3338        }
3339    }
3340}
3341
3342status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3343    if (mSnapshot->isIgnored()) {
3344        return DrawGlInfo::kStatusDone;
3345    }
3346
3347    int color = paint->getColor();
3348    // If a shader is set, preserve only the alpha
3349    if (mDrawModifiers.mShader) {
3350        color |= 0x00ffffff;
3351    }
3352    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3353
3354    return drawColorRects(rects, count, color, mode);
3355}
3356
3357status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3358        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3359    if (count == 0) {
3360        return DrawGlInfo::kStatusDone;
3361    }
3362
3363    float left = FLT_MAX;
3364    float top = FLT_MAX;
3365    float right = FLT_MIN;
3366    float bottom = FLT_MIN;
3367
3368    Vertex mesh[count];
3369    Vertex* vertex = mesh;
3370
3371    for (int index = 0; index < count; index += 4) {
3372        float l = rects[index + 0];
3373        float t = rects[index + 1];
3374        float r = rects[index + 2];
3375        float b = rects[index + 3];
3376
3377        Vertex::set(vertex++, l, t);
3378        Vertex::set(vertex++, r, t);
3379        Vertex::set(vertex++, l, b);
3380        Vertex::set(vertex++, r, b);
3381
3382        left = fminf(left, l);
3383        top = fminf(top, t);
3384        right = fmaxf(right, r);
3385        bottom = fmaxf(bottom, b);
3386    }
3387
3388    if (clip && quickReject(left, top, right, bottom)) {
3389        return DrawGlInfo::kStatusDone;
3390    }
3391
3392    setupDraw();
3393    setupDrawNoTexture();
3394    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3395    setupDrawShader();
3396    setupDrawColorFilter();
3397    setupDrawBlending(mode);
3398    setupDrawProgram();
3399    setupDrawDirtyRegionsDisabled();
3400    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true);
3401    setupDrawColorUniforms();
3402    setupDrawShaderUniforms();
3403    setupDrawColorFilterUniforms();
3404
3405    if (dirty && hasLayer()) {
3406        dirtyLayer(left, top, right, bottom, currentTransform());
3407    }
3408
3409    drawIndexedQuads(&mesh[0], count / 4);
3410
3411    return DrawGlInfo::kStatusDrew;
3412}
3413
3414void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3415        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3416    // If a shader is set, preserve only the alpha
3417    if (mDrawModifiers.mShader) {
3418        color |= 0x00ffffff;
3419    }
3420
3421    setupDraw();
3422    setupDrawNoTexture();
3423    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3424    setupDrawShader();
3425    setupDrawColorFilter();
3426    setupDrawBlending(mode);
3427    setupDrawProgram();
3428    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3429    setupDrawColorUniforms();
3430    setupDrawShaderUniforms(ignoreTransform);
3431    setupDrawColorFilterUniforms();
3432    setupDrawSimpleMesh();
3433
3434    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3435}
3436
3437void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3438        Texture* texture, SkPaint* paint) {
3439    int alpha;
3440    SkXfermode::Mode mode;
3441    getAlphaAndMode(paint, &alpha, &mode);
3442
3443    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3444
3445    GLvoid* vertices = (GLvoid*) NULL;
3446    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3447
3448    if (texture->uvMapper) {
3449        vertices = &mMeshVertices[0].position[0];
3450        texCoords = &mMeshVertices[0].texture[0];
3451
3452        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3453        texture->uvMapper->map(uvs);
3454
3455        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3456    }
3457
3458    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3459        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3460        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3461
3462        texture->setFilter(GL_NEAREST, true);
3463        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3464                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3465                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3466    } else {
3467        texture->setFilter(FILTER(paint), true);
3468        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3469                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3470    }
3471
3472    if (texture->uvMapper) {
3473        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3474    }
3475}
3476
3477void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3478        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3479    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3480            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3481}
3482
3483void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3484        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3485        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3486        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3487
3488    setupDraw();
3489    setupDrawWithTexture();
3490    setupDrawColor(alpha, alpha, alpha, alpha);
3491    setupDrawColorFilter();
3492    setupDrawBlending(blend, mode, swapSrcDst);
3493    setupDrawProgram();
3494    if (!dirty) setupDrawDirtyRegionsDisabled();
3495    if (!ignoreScale) {
3496        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3497    } else {
3498        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3499    }
3500    setupDrawTexture(texture);
3501    setupDrawPureColorUniforms();
3502    setupDrawColorFilterUniforms();
3503    setupDrawMesh(vertices, texCoords, vbo);
3504
3505    glDrawArrays(drawMode, 0, elementsCount);
3506}
3507
3508void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3509        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3510        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3511        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3512
3513    setupDraw();
3514    setupDrawWithTexture();
3515    setupDrawColor(alpha, alpha, alpha, alpha);
3516    setupDrawColorFilter();
3517    setupDrawBlending(blend, mode, swapSrcDst);
3518    setupDrawProgram();
3519    if (!dirty) setupDrawDirtyRegionsDisabled();
3520    if (!ignoreScale) {
3521        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3522    } else {
3523        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3524    }
3525    setupDrawTexture(texture);
3526    setupDrawPureColorUniforms();
3527    setupDrawColorFilterUniforms();
3528    setupDrawMeshIndices(vertices, texCoords, vbo);
3529
3530    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3531}
3532
3533void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3534        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3535        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3536        bool ignoreTransform, bool ignoreScale, bool dirty) {
3537
3538    setupDraw();
3539    setupDrawWithTexture(true);
3540    if (hasColor) {
3541        setupDrawAlpha8Color(color, alpha);
3542    }
3543    setupDrawColorFilter();
3544    setupDrawShader();
3545    setupDrawBlending(true, mode);
3546    setupDrawProgram();
3547    if (!dirty) setupDrawDirtyRegionsDisabled();
3548    if (!ignoreScale) {
3549        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3550    } else {
3551        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3552    }
3553    setupDrawTexture(texture);
3554    setupDrawPureColorUniforms();
3555    setupDrawColorFilterUniforms();
3556    setupDrawShaderUniforms();
3557    setupDrawMesh(vertices, texCoords);
3558
3559    glDrawArrays(drawMode, 0, elementsCount);
3560}
3561
3562void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3563        ProgramDescription& description, bool swapSrcDst) {
3564    if (mCountOverdraw) {
3565        if (!mCaches.blend) glEnable(GL_BLEND);
3566        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3567            glBlendFunc(GL_ONE, GL_ONE);
3568        }
3569
3570        mCaches.blend = true;
3571        mCaches.lastSrcMode = GL_ONE;
3572        mCaches.lastDstMode = GL_ONE;
3573
3574        return;
3575    }
3576
3577    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3578
3579    if (blend) {
3580        // These blend modes are not supported by OpenGL directly and have
3581        // to be implemented using shaders. Since the shader will perform
3582        // the blending, turn blending off here
3583        // If the blend mode cannot be implemented using shaders, fall
3584        // back to the default SrcOver blend mode instead
3585        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3586            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3587                description.framebufferMode = mode;
3588                description.swapSrcDst = swapSrcDst;
3589
3590                if (mCaches.blend) {
3591                    glDisable(GL_BLEND);
3592                    mCaches.blend = false;
3593                }
3594
3595                return;
3596            } else {
3597                mode = SkXfermode::kSrcOver_Mode;
3598            }
3599        }
3600
3601        if (!mCaches.blend) {
3602            glEnable(GL_BLEND);
3603        }
3604
3605        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3606        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3607
3608        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3609            glBlendFunc(sourceMode, destMode);
3610            mCaches.lastSrcMode = sourceMode;
3611            mCaches.lastDstMode = destMode;
3612        }
3613    } else if (mCaches.blend) {
3614        glDisable(GL_BLEND);
3615    }
3616    mCaches.blend = blend;
3617}
3618
3619bool OpenGLRenderer::useProgram(Program* program) {
3620    if (!program->isInUse()) {
3621        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3622        program->use();
3623        mCaches.currentProgram = program;
3624        return false;
3625    }
3626    return true;
3627}
3628
3629void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3630    TextureVertex* v = &mMeshVertices[0];
3631    TextureVertex::setUV(v++, u1, v1);
3632    TextureVertex::setUV(v++, u2, v1);
3633    TextureVertex::setUV(v++, u1, v2);
3634    TextureVertex::setUV(v++, u2, v2);
3635}
3636
3637void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3638    getAlphaAndModeDirect(paint, alpha,  mode);
3639    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3640        // if drawing a layer, ignore the paint's alpha
3641        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3642    }
3643    *alpha *= mSnapshot->alpha;
3644}
3645
3646float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3647    float alpha;
3648    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3649        alpha = mDrawModifiers.mOverrideLayerAlpha;
3650    } else {
3651        alpha = layer->getAlpha() / 255.0f;
3652    }
3653    return alpha * mSnapshot->alpha;
3654}
3655
3656}; // namespace uirenderer
3657}; // namespace android
3658