OpenGLRenderer.cpp revision 78dd96d5af20f489f0e8b288617d57774ec284f7
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 "PathTessellator.h"
37#include "Properties.h"
38#include "Vector.h"
39
40namespace android {
41namespace uirenderer {
42
43///////////////////////////////////////////////////////////////////////////////
44// Defines
45///////////////////////////////////////////////////////////////////////////////
46
47#define RAD_TO_DEG (180.0f / 3.14159265f)
48#define MIN_ANGLE 0.001f
49
50#define ALPHA_THRESHOLD 0
51
52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
53
54///////////////////////////////////////////////////////////////////////////////
55// Globals
56///////////////////////////////////////////////////////////////////////////////
57
58/**
59 * Structure mapping Skia xfermodes to OpenGL blending factors.
60 */
61struct Blender {
62    SkXfermode::Mode mode;
63    GLenum src;
64    GLenum dst;
65}; // struct Blender
66
67// In this array, the index of each Blender equals the value of the first
68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
69static const Blender gBlends[] = {
70    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
71    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
72    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
73    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
75    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
76    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
77    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
78    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
79    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
81    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
83    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
84    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
85};
86
87// This array contains the swapped version of each SkXfermode. For instance
88// this array's SrcOver blending mode is actually DstOver. You can refer to
89// createLayer() for more information on the purpose of this array.
90static const Blender gBlendsSwap[] = {
91    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
92    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
93    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
94    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
95    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
96    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
97    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
98    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
100    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
101    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
103    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
104    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
105    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
106};
107
108///////////////////////////////////////////////////////////////////////////////
109// Constructors/destructor
110///////////////////////////////////////////////////////////////////////////////
111
112OpenGLRenderer::OpenGLRenderer():
113        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
114    // *set* draw modifiers to be 0
115    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
116    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
117
118    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
119
120    mFirstSnapshot = new Snapshot;
121    mFrameStarted = false;
122    mCountOverdraw = false;
123
124    mScissorOptimizationDisabled = false;
125}
126
127OpenGLRenderer::~OpenGLRenderer() {
128    // The context has already been destroyed at this point, do not call
129    // GL APIs. All GL state should be kept in Caches.h
130}
131
132void OpenGLRenderer::initProperties() {
133    char property[PROPERTY_VALUE_MAX];
134    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
135        mScissorOptimizationDisabled = !strcasecmp(property, "true");
136        INIT_LOGD("  Scissor optimization %s",
137                mScissorOptimizationDisabled ? "disabled" : "enabled");
138    } else {
139        INIT_LOGD("  Scissor optimization enabled");
140    }
141}
142
143///////////////////////////////////////////////////////////////////////////////
144// Setup
145///////////////////////////////////////////////////////////////////////////////
146
147void OpenGLRenderer::setName(const char* name) {
148    if (name) {
149        mName.setTo(name);
150    } else {
151        mName.clear();
152    }
153}
154
155const char* OpenGLRenderer::getName() const {
156    return mName.string();
157}
158
159bool OpenGLRenderer::isDeferred() {
160    return false;
161}
162
163void OpenGLRenderer::setViewport(int width, int height) {
164    initViewport(width, height);
165
166    glDisable(GL_DITHER);
167    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
168
169    glEnableVertexAttribArray(Program::kBindingPosition);
170}
171
172void OpenGLRenderer::initViewport(int width, int height) {
173    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
174
175    mWidth = width;
176    mHeight = height;
177
178    mFirstSnapshot->height = height;
179    mFirstSnapshot->viewport.set(0, 0, width, height);
180}
181
182void OpenGLRenderer::setupFrameState(float left, float top,
183        float right, float bottom, bool opaque) {
184    mCaches.clearGarbage();
185
186    mOpaque = opaque;
187    mSnapshot = new Snapshot(mFirstSnapshot,
188            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
189    mSnapshot->fbo = getTargetFbo();
190    mSaveCount = 1;
191
192    mSnapshot->setClip(left, top, right, bottom);
193    mTilingClip.set(left, top, right, bottom);
194}
195
196status_t OpenGLRenderer::startFrame() {
197    if (mFrameStarted) return DrawGlInfo::kStatusDone;
198    mFrameStarted = true;
199
200    mDirtyClip = true;
201
202    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
203
204    glViewport(0, 0, mWidth, mHeight);
205
206    // Functors break the tiling extension in pretty spectacular ways
207    // This ensures we don't use tiling when a functor is going to be
208    // invoked during the frame
209    mSuppressTiling = mCaches.hasRegisteredFunctors();
210
211    startTiling(mSnapshot, true);
212
213    debugOverdraw(true, true);
214
215    return clear(mTilingClip.left, mTilingClip.top,
216            mTilingClip.right, mTilingClip.bottom, mOpaque);
217}
218
219status_t OpenGLRenderer::prepare(bool opaque) {
220    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
221}
222
223status_t OpenGLRenderer::prepareDirty(float left, float top,
224        float right, float bottom, bool opaque) {
225
226    setupFrameState(left, top, right, bottom, opaque);
227
228    // Layer renderers will start the frame immediately
229    // The framebuffer renderer will first defer the display list
230    // for each layer and wait until the first drawing command
231    // to start the frame
232    if (mSnapshot->fbo == 0) {
233        syncState();
234        updateLayers();
235    } else {
236        return startFrame();
237    }
238
239    return DrawGlInfo::kStatusDone;
240}
241
242void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
243    // If we know that we are going to redraw the entire framebuffer,
244    // perform a discard to let the driver know we don't need to preserve
245    // the back buffer for this frame.
246    if (mExtensions.hasDiscardFramebuffer() &&
247            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
248        const bool isFbo = getTargetFbo() == 0;
249        const GLenum attachments[] = {
250                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
251                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
252        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
253    }
254}
255
256status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
257    if (!opaque || mCountOverdraw) {
258        mCaches.enableScissor();
259        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
260        glClear(GL_COLOR_BUFFER_BIT);
261        return DrawGlInfo::kStatusDrew;
262    }
263
264    mCaches.resetScissor();
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::syncState() {
269    if (mCaches.blend) {
270        glEnable(GL_BLEND);
271    } else {
272        glDisable(GL_BLEND);
273    }
274}
275
276void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
277    if (!mSuppressTiling) {
278        Rect* clip = &mTilingClip;
279        if (s->flags & Snapshot::kFlagFboTarget) {
280            clip = &(s->layer->clipRect);
281        }
282
283        startTiling(*clip, s->height, opaque);
284    }
285}
286
287void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
288    if (!mSuppressTiling) {
289        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
290                clip.right - clip.left, clip.bottom - clip.top, opaque);
291    }
292}
293
294void OpenGLRenderer::endTiling() {
295    if (!mSuppressTiling) mCaches.endTiling();
296}
297
298void OpenGLRenderer::finish() {
299    renderOverdraw();
300    endTiling();
301
302    // When finish() is invoked on FBO 0 we've reached the end
303    // of the current frame
304    if (getTargetFbo() == 0) {
305        mCaches.pathCache.trim();
306    }
307
308    if (!suppressErrorChecks()) {
309#if DEBUG_OPENGL
310        GLenum status = GL_NO_ERROR;
311        while ((status = glGetError()) != GL_NO_ERROR) {
312            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
313            switch (status) {
314                case GL_INVALID_ENUM:
315                    ALOGE("  GL_INVALID_ENUM");
316                    break;
317                case GL_INVALID_VALUE:
318                    ALOGE("  GL_INVALID_VALUE");
319                    break;
320                case GL_INVALID_OPERATION:
321                    ALOGE("  GL_INVALID_OPERATION");
322                    break;
323                case GL_OUT_OF_MEMORY:
324                    ALOGE("  Out of memory!");
325                    break;
326            }
327        }
328#endif
329
330#if DEBUG_MEMORY_USAGE
331        mCaches.dumpMemoryUsage();
332#else
333        if (mCaches.getDebugLevel() & kDebugMemory) {
334            mCaches.dumpMemoryUsage();
335        }
336#endif
337    }
338
339    if (mCountOverdraw) {
340        countOverdraw();
341    }
342
343    mFrameStarted = false;
344}
345
346void OpenGLRenderer::interrupt() {
347    if (mCaches.currentProgram) {
348        if (mCaches.currentProgram->isInUse()) {
349            mCaches.currentProgram->remove();
350            mCaches.currentProgram = NULL;
351        }
352    }
353    mCaches.unbindMeshBuffer();
354    mCaches.unbindIndicesBuffer();
355    mCaches.resetVertexPointers();
356    mCaches.disableTexCoordsVertexArray();
357    debugOverdraw(false, false);
358}
359
360void OpenGLRenderer::resume() {
361    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
362    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
363    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
364    debugOverdraw(true, false);
365
366    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
367
368    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
369    mCaches.enableScissor();
370    mCaches.resetScissor();
371    dirtyClip();
372
373    mCaches.activeTexture(0);
374
375    mCaches.blend = true;
376    glEnable(GL_BLEND);
377    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
378    glBlendEquation(GL_FUNC_ADD);
379}
380
381void OpenGLRenderer::resumeAfterLayer() {
382    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
383    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
384    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
385    debugOverdraw(true, false);
386
387    mCaches.resetScissor();
388    dirtyClip();
389}
390
391void OpenGLRenderer::detachFunctor(Functor* functor) {
392    mFunctors.remove(functor);
393}
394
395void OpenGLRenderer::attachFunctor(Functor* functor) {
396    mFunctors.add(functor);
397}
398
399status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
400    status_t result = DrawGlInfo::kStatusDone;
401    size_t count = mFunctors.size();
402
403    if (count > 0) {
404        interrupt();
405        SortedVector<Functor*> functors(mFunctors);
406        mFunctors.clear();
407
408        DrawGlInfo info;
409        info.clipLeft = 0;
410        info.clipTop = 0;
411        info.clipRight = 0;
412        info.clipBottom = 0;
413        info.isLayer = false;
414        info.width = 0;
415        info.height = 0;
416        memset(info.transform, 0, sizeof(float) * 16);
417
418        for (size_t i = 0; i < count; i++) {
419            Functor* f = functors.itemAt(i);
420            result |= (*f)(DrawGlInfo::kModeProcess, &info);
421
422            if (result & DrawGlInfo::kStatusDraw) {
423                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
424                dirty.unionWith(localDirty);
425            }
426
427            if (result & DrawGlInfo::kStatusInvoke) {
428                mFunctors.add(f);
429            }
430        }
431        resume();
432    }
433
434    return result;
435}
436
437status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
438    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
439
440    interrupt();
441    detachFunctor(functor);
442
443    mCaches.enableScissor();
444    if (mDirtyClip) {
445        setScissorFromClip();
446    }
447
448    Rect clip(*mSnapshot->clipRect);
449    clip.snapToPixelBoundaries();
450
451    // Since we don't know what the functor will draw, let's dirty
452    // tne entire clip region
453    if (hasLayer()) {
454        dirtyLayerUnchecked(clip, getRegion());
455    }
456
457    DrawGlInfo info;
458    info.clipLeft = clip.left;
459    info.clipTop = clip.top;
460    info.clipRight = clip.right;
461    info.clipBottom = clip.bottom;
462    info.isLayer = hasLayer();
463    info.width = getSnapshot()->viewport.getWidth();
464    info.height = getSnapshot()->height;
465    getSnapshot()->transform->copyTo(&info.transform[0]);
466
467    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
468
469    if (result != DrawGlInfo::kStatusDone) {
470        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
471        dirty.unionWith(localDirty);
472
473        if (result & DrawGlInfo::kStatusInvoke) {
474            mFunctors.add(functor);
475        }
476    }
477
478    resume();
479    return result | DrawGlInfo::kStatusDrew;
480}
481
482///////////////////////////////////////////////////////////////////////////////
483// Debug
484///////////////////////////////////////////////////////////////////////////////
485
486void OpenGLRenderer::eventMark(const char* name) const {
487    mCaches.eventMark(0, name);
488}
489
490void OpenGLRenderer::startMark(const char* name) const {
491    mCaches.startMark(0, name);
492}
493
494void OpenGLRenderer::endMark() const {
495    mCaches.endMark();
496}
497
498void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
499    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
500        if (clear) {
501            mCaches.disableScissor();
502            mCaches.stencil.clear();
503        }
504        if (enable) {
505            mCaches.stencil.enableDebugWrite();
506        } else {
507            mCaches.stencil.disable();
508        }
509    }
510}
511
512void OpenGLRenderer::renderOverdraw() {
513    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
514        const Rect* clip = &mTilingClip;
515
516        mCaches.enableScissor();
517        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
518                clip->right - clip->left, clip->bottom - clip->top);
519
520        mCaches.stencil.enableDebugTest(2);
521        drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode);
522        mCaches.stencil.enableDebugTest(3);
523        drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode);
524        mCaches.stencil.enableDebugTest(4);
525        drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode);
526        mCaches.stencil.enableDebugTest(4, true);
527        drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode);
528        mCaches.stencil.disable();
529    }
530}
531
532void OpenGLRenderer::countOverdraw() {
533    size_t count = mWidth * mHeight;
534    uint32_t* buffer = new uint32_t[count];
535    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
536
537    size_t total = 0;
538    for (size_t i = 0; i < count; i++) {
539        total += buffer[i] & 0xff;
540    }
541
542    mOverdraw = total / float(count);
543
544    delete[] buffer;
545}
546
547///////////////////////////////////////////////////////////////////////////////
548// Layers
549///////////////////////////////////////////////////////////////////////////////
550
551bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
552    if (layer->deferredUpdateScheduled && layer->renderer &&
553            layer->displayList && layer->displayList->isRenderable()) {
554        Rect& dirty = layer->dirtyRect;
555
556        if (inFrame) {
557            endTiling();
558            debugOverdraw(false, false);
559        }
560
561        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
562            layer->render();
563        } else {
564            layer->defer();
565        }
566
567        if (inFrame) {
568            resumeAfterLayer();
569            startTiling(mSnapshot);
570        }
571
572        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
573        layer->hasDrawnSinceUpdate = false;
574
575        return true;
576    }
577
578    return false;
579}
580
581void OpenGLRenderer::updateLayers() {
582    // If draw deferring is enabled this method will simply defer
583    // the display list of each individual layer. The layers remain
584    // in the layer updates list which will be cleared by flushLayers().
585    int count = mLayerUpdates.size();
586    if (count > 0) {
587        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
588            startMark("Layer Updates");
589        } else {
590            startMark("Defer Layer Updates");
591        }
592
593        // Note: it is very important to update the layers in order
594        for (int i = 0; i < count; i++) {
595            Layer* layer = mLayerUpdates.itemAt(i);
596            updateLayer(layer, false);
597            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
598                mCaches.resourceCache.decrementRefcount(layer);
599            }
600        }
601
602        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
603            mLayerUpdates.clear();
604            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
605        }
606        endMark();
607    }
608}
609
610void OpenGLRenderer::flushLayers() {
611    int count = mLayerUpdates.size();
612    if (count > 0) {
613        startMark("Apply Layer Updates");
614        char layerName[12];
615
616        // Note: it is very important to update the layers in order
617        for (int i = 0; i < count; i++) {
618            sprintf(layerName, "Layer #%d", i);
619            startMark(layerName);
620
621            Layer* layer = mLayerUpdates.itemAt(i);
622            layer->flush();
623            mCaches.resourceCache.decrementRefcount(layer);
624
625            endMark();
626        }
627
628        mLayerUpdates.clear();
629        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
630
631        endMark();
632    }
633}
634
635void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
636    if (layer) {
637        // Make sure we don't introduce duplicates.
638        // SortedVector would do this automatically but we need to respect
639        // the insertion order. The linear search is not an issue since
640        // this list is usually very short (typically one item, at most a few)
641        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
642            if (mLayerUpdates.itemAt(i) == layer) {
643                return;
644            }
645        }
646        mLayerUpdates.push_back(layer);
647        mCaches.resourceCache.incrementRefcount(layer);
648    }
649}
650
651void OpenGLRenderer::clearLayerUpdates() {
652    size_t count = mLayerUpdates.size();
653    if (count > 0) {
654        mCaches.resourceCache.lock();
655        for (size_t i = 0; i < count; i++) {
656            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
657        }
658        mCaches.resourceCache.unlock();
659        mLayerUpdates.clear();
660    }
661}
662
663///////////////////////////////////////////////////////////////////////////////
664// State management
665///////////////////////////////////////////////////////////////////////////////
666
667int OpenGLRenderer::getSaveCount() const {
668    return mSaveCount;
669}
670
671int OpenGLRenderer::save(int flags) {
672    return saveSnapshot(flags);
673}
674
675void OpenGLRenderer::restore() {
676    if (mSaveCount > 1) {
677        restoreSnapshot();
678    }
679}
680
681void OpenGLRenderer::restoreToCount(int saveCount) {
682    if (saveCount < 1) saveCount = 1;
683
684    while (mSaveCount > saveCount) {
685        restoreSnapshot();
686    }
687}
688
689int OpenGLRenderer::saveSnapshot(int flags) {
690    mSnapshot = new Snapshot(mSnapshot, flags);
691    return mSaveCount++;
692}
693
694bool OpenGLRenderer::restoreSnapshot() {
695    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
696    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
697    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
698
699    sp<Snapshot> current = mSnapshot;
700    sp<Snapshot> previous = mSnapshot->previous;
701
702    if (restoreOrtho) {
703        Rect& r = previous->viewport;
704        glViewport(r.left, r.top, r.right, r.bottom);
705        mOrthoMatrix.load(current->orthoMatrix);
706    }
707
708    mSaveCount--;
709    mSnapshot = previous;
710
711    if (restoreClip) {
712        dirtyClip();
713    }
714
715    if (restoreLayer) {
716        endMark(); // Savelayer
717        startMark("ComposeLayer");
718        composeLayer(current, previous);
719        endMark();
720    }
721
722    return restoreClip;
723}
724
725///////////////////////////////////////////////////////////////////////////////
726// Layers
727///////////////////////////////////////////////////////////////////////////////
728
729int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
730        int alpha, SkXfermode::Mode mode, int flags) {
731    const GLuint previousFbo = mSnapshot->fbo;
732    const int count = saveSnapshot(flags);
733
734    if (!mSnapshot->isIgnored()) {
735        createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo);
736    }
737
738    return count;
739}
740
741void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
742    const Rect untransformedBounds(bounds);
743
744    currentTransform().mapRect(bounds);
745
746    // Layers only make sense if they are in the framebuffer's bounds
747    if (bounds.intersect(*mSnapshot->clipRect)) {
748        // We cannot work with sub-pixels in this case
749        bounds.snapToPixelBoundaries();
750
751        // When the layer is not an FBO, we may use glCopyTexImage so we
752        // need to make sure the layer does not extend outside the bounds
753        // of the framebuffer
754        if (!bounds.intersect(mSnapshot->previous->viewport)) {
755            bounds.setEmpty();
756        } else if (fboLayer) {
757            clip.set(bounds);
758            mat4 inverse;
759            inverse.loadInverse(currentTransform());
760            inverse.mapRect(clip);
761            clip.snapToPixelBoundaries();
762            if (clip.intersect(untransformedBounds)) {
763                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
764                bounds.set(untransformedBounds);
765            } else {
766                clip.setEmpty();
767            }
768        }
769    } else {
770        bounds.setEmpty();
771    }
772}
773
774void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
775        bool fboLayer, int alpha) {
776    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
777            bounds.getHeight() > mCaches.maxTextureSize ||
778            (fboLayer && clip.isEmpty())) {
779        mSnapshot->empty = fboLayer;
780    } else {
781        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
782    }
783}
784
785int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
786        int alpha, SkXfermode::Mode mode, int flags) {
787    const GLuint previousFbo = mSnapshot->fbo;
788    const int count = saveSnapshot(flags);
789
790    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
791        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
792        // operations will be able to store and restore the current clip and transform info, and
793        // quick rejection will be correct (for display lists)
794
795        Rect bounds(left, top, right, bottom);
796        Rect clip;
797        calculateLayerBoundsAndClip(bounds, clip, true);
798        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
799
800        if (!mSnapshot->isIgnored()) {
801            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
802            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
803        }
804    }
805
806    return count;
807}
808
809
810/**
811 * Layers are viewed by Skia are slightly different than layers in image editing
812 * programs (for instance.) When a layer is created, previously created layers
813 * and the frame buffer still receive every drawing command. For instance, if a
814 * layer is created and a shape intersecting the bounds of the layers and the
815 * framebuffer is draw, the shape will be drawn on both (unless the layer was
816 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
817 *
818 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
819 * texture. Unfortunately, this is inefficient as it requires every primitive to
820 * be drawn n + 1 times, where n is the number of active layers. In practice this
821 * means, for every primitive:
822 *   - Switch active frame buffer
823 *   - Change viewport, clip and projection matrix
824 *   - Issue the drawing
825 *
826 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
827 * To avoid this, layers are implemented in a different way here, at least in the
828 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
829 * is set. When this flag is set we can redirect all drawing operations into a
830 * single FBO.
831 *
832 * This implementation relies on the frame buffer being at least RGBA 8888. When
833 * a layer is created, only a texture is created, not an FBO. The content of the
834 * frame buffer contained within the layer's bounds is copied into this texture
835 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
836 * buffer and drawing continues as normal. This technique therefore treats the
837 * frame buffer as a scratch buffer for the layers.
838 *
839 * To compose the layers back onto the frame buffer, each layer texture
840 * (containing the original frame buffer data) is drawn as a simple quad over
841 * the frame buffer. The trick is that the quad is set as the composition
842 * destination in the blending equation, and the frame buffer becomes the source
843 * of the composition.
844 *
845 * Drawing layers with an alpha value requires an extra step before composition.
846 * An empty quad is drawn over the layer's region in the frame buffer. This quad
847 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
848 * quad is used to multiply the colors in the frame buffer. This is achieved by
849 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
850 * GL_ZERO, GL_SRC_ALPHA.
851 *
852 * Because glCopyTexImage2D() can be slow, an alternative implementation might
853 * be use to draw a single clipped layer. The implementation described above
854 * is correct in every case.
855 *
856 * (1) The frame buffer is actually not cleared right away. To allow the GPU
857 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
858 *     buffer is left untouched until the first drawing operation. Only when
859 *     something actually gets drawn are the layers regions cleared.
860 */
861bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
862        int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) {
863    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
864    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
865
866    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
867
868    // Window coordinates of the layer
869    Rect clip;
870    Rect bounds(left, top, right, bottom);
871    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
872    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
873
874    // Bail out if we won't draw in this snapshot
875    if (mSnapshot->isIgnored()) {
876        return false;
877    }
878
879    mCaches.activeTexture(0);
880    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
881    if (!layer) {
882        return false;
883    }
884
885    layer->setAlpha(alpha, mode);
886    layer->layer.set(bounds);
887    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
888            bounds.getWidth() / float(layer->getWidth()), 0.0f);
889    layer->setColorFilter(mDrawModifiers.mColorFilter);
890    layer->setBlend(true);
891    layer->setDirty(false);
892
893    // Save the layer in the snapshot
894    mSnapshot->flags |= Snapshot::kFlagIsLayer;
895    mSnapshot->layer = layer;
896
897    startMark("SaveLayer");
898    if (fboLayer) {
899        return createFboLayer(layer, bounds, clip, previousFbo);
900    } else {
901        // Copy the framebuffer into the layer
902        layer->bindTexture();
903        if (!bounds.isEmpty()) {
904            if (layer->isEmpty()) {
905                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
906                        bounds.left, mSnapshot->height - bounds.bottom,
907                        layer->getWidth(), layer->getHeight(), 0);
908                layer->setEmpty(false);
909            } else {
910                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
911                        mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
912            }
913
914            // Enqueue the buffer coordinates to clear the corresponding region later
915            mLayers.push(new Rect(bounds));
916        }
917    }
918
919    return true;
920}
921
922bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) {
923    layer->clipRect.set(clip);
924    layer->setFbo(mCaches.fboCache.get());
925
926    mSnapshot->region = &mSnapshot->layer->region;
927    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
928            Snapshot::kFlagDirtyOrtho;
929    mSnapshot->fbo = layer->getFbo();
930    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
931    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
932    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
933    mSnapshot->height = bounds.getHeight();
934    mSnapshot->orthoMatrix.load(mOrthoMatrix);
935
936    endTiling();
937    debugOverdraw(false, false);
938    // Bind texture to FBO
939    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
940    layer->bindTexture();
941
942    // Initialize the texture if needed
943    if (layer->isEmpty()) {
944        layer->allocateTexture();
945        layer->setEmpty(false);
946    }
947
948    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
949            layer->getTexture(), 0);
950
951    startTiling(mSnapshot, true);
952
953    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
954    mCaches.enableScissor();
955    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
956            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
957    glClear(GL_COLOR_BUFFER_BIT);
958
959    dirtyClip();
960
961    // Change the ortho projection
962    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
963    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
964
965    return true;
966}
967
968/**
969 * Read the documentation of createLayer() before doing anything in this method.
970 */
971void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
972    if (!current->layer) {
973        ALOGE("Attempting to compose a layer that does not exist");
974        return;
975    }
976
977    Layer* layer = current->layer;
978    const Rect& rect = layer->layer;
979    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
980
981    if (fboLayer) {
982        endTiling();
983
984        // Detach the texture from the FBO
985        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
986
987        layer->removeFbo(false);
988
989        // Unbind current FBO and restore previous one
990        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
991        debugOverdraw(true, false);
992
993        startTiling(previous);
994    }
995
996    if (!fboLayer && layer->getAlpha() < 255) {
997        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
998                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
999        // Required below, composeLayerRect() will divide by 255
1000        layer->setAlpha(255);
1001    }
1002
1003    mCaches.unbindMeshBuffer();
1004
1005    mCaches.activeTexture(0);
1006
1007    // When the layer is stored in an FBO, we can save a bit of fillrate by
1008    // drawing only the dirty region
1009    if (fboLayer) {
1010        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1011        if (layer->getColorFilter()) {
1012            setupColorFilter(layer->getColorFilter());
1013        }
1014        composeLayerRegion(layer, rect);
1015        if (layer->getColorFilter()) {
1016            resetColorFilter();
1017        }
1018    } else if (!rect.isEmpty()) {
1019        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1020        composeLayerRect(layer, rect, true);
1021    }
1022
1023    dirtyClip();
1024
1025    // Failing to add the layer to the cache should happen only if the layer is too large
1026    if (!mCaches.layerCache.put(layer)) {
1027        LAYER_LOGD("Deleting layer");
1028        Caches::getInstance().resourceCache.decrementRefcount(layer);
1029    }
1030}
1031
1032void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1033    float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha;
1034
1035    setupDraw();
1036    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1037        setupDrawWithTexture();
1038    } else {
1039        setupDrawWithExternalTexture();
1040    }
1041    setupDrawTextureTransform();
1042    setupDrawColor(alpha, alpha, alpha, alpha);
1043    setupDrawColorFilter();
1044    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1045    setupDrawProgram();
1046    setupDrawPureColorUniforms();
1047    setupDrawColorFilterUniforms();
1048    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1049        setupDrawTexture(layer->getTexture());
1050    } else {
1051        setupDrawExternalTexture(layer->getTexture());
1052    }
1053    if (currentTransform().isPureTranslate() &&
1054            layer->getWidth() == (uint32_t) rect.getWidth() &&
1055            layer->getHeight() == (uint32_t) rect.getHeight()) {
1056        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1057        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1058
1059        layer->setFilter(GL_NEAREST);
1060        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1061    } else {
1062        layer->setFilter(GL_LINEAR);
1063        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
1064    }
1065    setupDrawTextureTransformUniforms(layer->getTexTransform());
1066    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
1067
1068    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1069
1070    finishDrawTexture();
1071}
1072
1073void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1074    if (!layer->isTextureLayer()) {
1075        const Rect& texCoords = layer->texCoords;
1076        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1077                texCoords.right, texCoords.bottom);
1078
1079        float x = rect.left;
1080        float y = rect.top;
1081        bool simpleTransform = currentTransform().isPureTranslate() &&
1082                layer->getWidth() == (uint32_t) rect.getWidth() &&
1083                layer->getHeight() == (uint32_t) rect.getHeight();
1084
1085        if (simpleTransform) {
1086            // When we're swapping, the layer is already in screen coordinates
1087            if (!swap) {
1088                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1089                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1090            }
1091
1092            layer->setFilter(GL_NEAREST, true);
1093        } else {
1094            layer->setFilter(GL_LINEAR, true);
1095        }
1096
1097        float alpha = getLayerAlpha(layer);
1098        bool blend = layer->isBlend() || alpha < 1.0f;
1099        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1100                layer->getTexture(), alpha, layer->getMode(), blend,
1101                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1102                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1103
1104        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1105    } else {
1106        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1107        drawTextureLayer(layer, rect);
1108        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1109    }
1110}
1111
1112/**
1113 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1114 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1115 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1116 * by saveLayer's restore
1117 */
1118#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1119        DRAW_COMMAND;                                                            \
1120        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1121            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1122            DRAW_COMMAND;                                                        \
1123            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1124        }                                                                        \
1125    }
1126
1127#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1128
1129void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1130    if (layer->region.isRect()) {
1131        layer->setRegionAsRect();
1132
1133        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1134
1135        layer->region.clear();
1136        return;
1137    }
1138
1139    // TODO: See LayerRenderer.cpp::generateMesh() for important
1140    //       information about this implementation
1141    if (CC_LIKELY(!layer->region.isEmpty())) {
1142        size_t count;
1143        const android::Rect* rects;
1144        Region safeRegion;
1145        if (CC_LIKELY(hasRectToRectTransform())) {
1146            rects = layer->region.getArray(&count);
1147        } else {
1148            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1149            rects = safeRegion.getArray(&count);
1150        }
1151
1152        const float alpha = getLayerAlpha(layer);
1153        const float texX = 1.0f / float(layer->getWidth());
1154        const float texY = 1.0f / float(layer->getHeight());
1155        const float height = rect.getHeight();
1156
1157        setupDraw();
1158
1159        // We must get (and therefore bind) the region mesh buffer
1160        // after we setup drawing in case we need to mess with the
1161        // stencil buffer in setupDraw()
1162        TextureVertex* mesh = mCaches.getRegionMesh();
1163        GLsizei numQuads = 0;
1164
1165        setupDrawWithTexture();
1166        setupDrawColor(alpha, alpha, alpha, alpha);
1167        setupDrawColorFilter();
1168        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1169        setupDrawProgram();
1170        setupDrawDirtyRegionsDisabled();
1171        setupDrawPureColorUniforms();
1172        setupDrawColorFilterUniforms();
1173        setupDrawTexture(layer->getTexture());
1174        if (currentTransform().isPureTranslate()) {
1175            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1176            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1177
1178            layer->setFilter(GL_NEAREST);
1179            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1180        } else {
1181            layer->setFilter(GL_LINEAR);
1182            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
1183        }
1184        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1185
1186        for (size_t i = 0; i < count; i++) {
1187            const android::Rect* r = &rects[i];
1188
1189            const float u1 = r->left * texX;
1190            const float v1 = (height - r->top) * texY;
1191            const float u2 = r->right * texX;
1192            const float v2 = (height - r->bottom) * texY;
1193
1194            // TODO: Reject quads outside of the clip
1195            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1196            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1197            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1198            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1199
1200            numQuads++;
1201
1202            if (numQuads >= REGION_MESH_QUAD_COUNT) {
1203                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1204                                GL_UNSIGNED_SHORT, NULL));
1205                numQuads = 0;
1206                mesh = mCaches.getRegionMesh();
1207            }
1208        }
1209
1210        if (numQuads > 0) {
1211            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1212                            GL_UNSIGNED_SHORT, NULL));
1213        }
1214
1215        finishDrawTexture();
1216
1217#if DEBUG_LAYERS_AS_REGIONS
1218        drawRegionRects(layer->region);
1219#endif
1220
1221        layer->region.clear();
1222    }
1223}
1224
1225void OpenGLRenderer::drawRegionRects(const Region& region) {
1226#if DEBUG_LAYERS_AS_REGIONS
1227    size_t count;
1228    const android::Rect* rects = region.getArray(&count);
1229
1230    uint32_t colors[] = {
1231            0x7fff0000, 0x7f00ff00,
1232            0x7f0000ff, 0x7fff00ff,
1233    };
1234
1235    int offset = 0;
1236    int32_t top = rects[0].top;
1237
1238    for (size_t i = 0; i < count; i++) {
1239        if (top != rects[i].top) {
1240            offset ^= 0x2;
1241            top = rects[i].top;
1242        }
1243
1244        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1245        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1246                SkXfermode::kSrcOver_Mode);
1247    }
1248#endif
1249}
1250
1251void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1252        SkXfermode::Mode mode, bool dirty) {
1253    int count = 0;
1254    Vector<float> rects;
1255
1256    SkRegion::Iterator it(region);
1257    while (!it.done()) {
1258        const SkIRect& r = it.rect();
1259        rects.push(r.fLeft);
1260        rects.push(r.fTop);
1261        rects.push(r.fRight);
1262        rects.push(r.fBottom);
1263        count += 4;
1264        it.next();
1265    }
1266
1267    drawColorRects(rects.array(), count, color, mode, true, dirty, false);
1268}
1269
1270void OpenGLRenderer::dirtyLayer(const float left, const float top,
1271        const float right, const float bottom, const mat4 transform) {
1272    if (hasLayer()) {
1273        Rect bounds(left, top, right, bottom);
1274        transform.mapRect(bounds);
1275        dirtyLayerUnchecked(bounds, getRegion());
1276    }
1277}
1278
1279void OpenGLRenderer::dirtyLayer(const float left, const float top,
1280        const float right, const float bottom) {
1281    if (hasLayer()) {
1282        Rect bounds(left, top, right, bottom);
1283        dirtyLayerUnchecked(bounds, getRegion());
1284    }
1285}
1286
1287void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1288    if (bounds.intersect(*mSnapshot->clipRect)) {
1289        bounds.snapToPixelBoundaries();
1290        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1291        if (!dirty.isEmpty()) {
1292            region->orSelf(dirty);
1293        }
1294    }
1295}
1296
1297void OpenGLRenderer::clearLayerRegions() {
1298    const size_t count = mLayers.size();
1299    if (count == 0) return;
1300
1301    if (!mSnapshot->isIgnored()) {
1302        // Doing several glScissor/glClear here can negatively impact
1303        // GPUs with a tiler architecture, instead we draw quads with
1304        // the Clear blending mode
1305
1306        // The list contains bounds that have already been clipped
1307        // against their initial clip rect, and the current clip
1308        // is likely different so we need to disable clipping here
1309        bool scissorChanged = mCaches.disableScissor();
1310
1311        Vertex mesh[count * 6];
1312        Vertex* vertex = mesh;
1313
1314        for (uint32_t i = 0; i < count; i++) {
1315            Rect* bounds = mLayers.itemAt(i);
1316
1317            Vertex::set(vertex++, bounds->left, bounds->bottom);
1318            Vertex::set(vertex++, bounds->left, bounds->top);
1319            Vertex::set(vertex++, bounds->right, bounds->top);
1320            Vertex::set(vertex++, bounds->left, bounds->bottom);
1321            Vertex::set(vertex++, bounds->right, bounds->top);
1322            Vertex::set(vertex++, bounds->right, bounds->bottom);
1323
1324            delete bounds;
1325        }
1326        // We must clear the list of dirty rects before we
1327        // call setupDraw() to prevent stencil setup to do
1328        // the same thing again
1329        mLayers.clear();
1330
1331        setupDraw(false);
1332        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1333        setupDrawBlending(true, SkXfermode::kClear_Mode);
1334        setupDrawProgram();
1335        setupDrawPureColorUniforms();
1336        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1337        setupDrawVertices(&mesh[0].position[0]);
1338
1339        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1340
1341        if (scissorChanged) mCaches.enableScissor();
1342    } else {
1343        for (uint32_t i = 0; i < count; i++) {
1344            delete mLayers.itemAt(i);
1345        }
1346        mLayers.clear();
1347    }
1348}
1349
1350///////////////////////////////////////////////////////////////////////////////
1351// State Deferral
1352///////////////////////////////////////////////////////////////////////////////
1353
1354bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1355    const Rect& currentClip = *(mSnapshot->clipRect);
1356    const mat4& currentMatrix = *(mSnapshot->transform);
1357
1358    if (stateDeferFlags & kStateDeferFlag_Draw) {
1359        // state has bounds initialized in local coordinates
1360        if (!state.mBounds.isEmpty()) {
1361            currentMatrix.mapRect(state.mBounds);
1362            if (!state.mBounds.intersect(currentClip)) {
1363                // quick rejected
1364                return true;
1365            }
1366        } else {
1367            state.mBounds.set(currentClip);
1368        }
1369    }
1370
1371    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1372    if (state.mClipValid) {
1373        state.mClip.set(currentClip);
1374    }
1375
1376    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1377    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1378    state.mMatrix.load(currentMatrix);
1379    state.mDrawModifiers = mDrawModifiers;
1380    state.mAlpha = mSnapshot->alpha;
1381    return false;
1382}
1383
1384void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1385    currentTransform().load(state.mMatrix);
1386    mDrawModifiers = state.mDrawModifiers;
1387    mSnapshot->alpha = state.mAlpha;
1388
1389    if (state.mClipValid && !skipClipRestore) {
1390        mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom);
1391        dirtyClip();
1392    }
1393}
1394
1395void OpenGLRenderer::setFullScreenClip() {
1396    mSnapshot->setClip(0, 0, mWidth, mHeight);
1397    dirtyClip();
1398}
1399
1400///////////////////////////////////////////////////////////////////////////////
1401// Transforms
1402///////////////////////////////////////////////////////////////////////////////
1403
1404void OpenGLRenderer::translate(float dx, float dy) {
1405    currentTransform().translate(dx, dy, 0.0f);
1406}
1407
1408void OpenGLRenderer::rotate(float degrees) {
1409    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1410}
1411
1412void OpenGLRenderer::scale(float sx, float sy) {
1413    currentTransform().scale(sx, sy, 1.0f);
1414}
1415
1416void OpenGLRenderer::skew(float sx, float sy) {
1417    currentTransform().skew(sx, sy);
1418}
1419
1420void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1421    if (matrix) {
1422        currentTransform().load(*matrix);
1423    } else {
1424        currentTransform().loadIdentity();
1425    }
1426}
1427
1428bool OpenGLRenderer::hasRectToRectTransform() {
1429    return CC_LIKELY(currentTransform().rectToRect());
1430}
1431
1432void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1433    currentTransform().copyTo(*matrix);
1434}
1435
1436void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1437    SkMatrix transform;
1438    currentTransform().copyTo(transform);
1439    transform.preConcat(*matrix);
1440    currentTransform().load(transform);
1441}
1442
1443///////////////////////////////////////////////////////////////////////////////
1444// Clipping
1445///////////////////////////////////////////////////////////////////////////////
1446
1447void OpenGLRenderer::setScissorFromClip() {
1448    Rect clip(*mSnapshot->clipRect);
1449    clip.snapToPixelBoundaries();
1450
1451    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1452            clip.getWidth(), clip.getHeight())) {
1453        mDirtyClip = false;
1454    }
1455}
1456
1457void OpenGLRenderer::ensureStencilBuffer() {
1458    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1459    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1460    // just hope we have one when hasLayer() returns false.
1461    if (hasLayer()) {
1462        attachStencilBufferToLayer(mSnapshot->layer);
1463    }
1464}
1465
1466void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1467    // The layer's FBO is already bound when we reach this stage
1468    if (!layer->getStencilRenderBuffer()) {
1469        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1470        // is attached after we initiated tiling. We must turn it off,
1471        // attach the new render buffer then turn tiling back on
1472        endTiling();
1473
1474        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1475                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1476        layer->setStencilRenderBuffer(buffer);
1477
1478        startTiling(layer->clipRect, layer->layer.getHeight());
1479    }
1480}
1481
1482void OpenGLRenderer::setStencilFromClip() {
1483    if (!mCaches.debugOverdraw) {
1484        if (!mSnapshot->clipRegion->isEmpty()) {
1485            // NOTE: The order here is important, we must set dirtyClip to false
1486            //       before any draw call to avoid calling back into this method
1487            mDirtyClip = false;
1488
1489            ensureStencilBuffer();
1490
1491            mCaches.stencil.enableWrite();
1492
1493            // Clear the stencil but first make sure we restrict drawing
1494            // to the region's bounds
1495            bool resetScissor = mCaches.enableScissor();
1496            if (resetScissor) {
1497                // The scissor was not set so we now need to update it
1498                setScissorFromClip();
1499            }
1500            mCaches.stencil.clear();
1501            if (resetScissor) mCaches.disableScissor();
1502
1503            // NOTE: We could use the region contour path to generate a smaller mesh
1504            //       Since we are using the stencil we could use the red book path
1505            //       drawing technique. It might increase bandwidth usage though.
1506
1507            // The last parameter is important: we are not drawing in the color buffer
1508            // so we don't want to dirty the current layer, if any
1509            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1510
1511            mCaches.stencil.enableTest();
1512
1513            // Draw the region used to generate the stencil if the appropriate debug
1514            // mode is enabled
1515            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1516                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1517            }
1518        } else {
1519            mCaches.stencil.disable();
1520        }
1521    }
1522}
1523
1524const Rect& OpenGLRenderer::getClipBounds() {
1525    return mSnapshot->getLocalClip();
1526}
1527
1528bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) {
1529    if (mSnapshot->isIgnored()) {
1530        return true;
1531    }
1532
1533    Rect r(left, top, right, bottom);
1534    currentTransform().mapRect(r);
1535    r.snapToPixelBoundaries();
1536
1537    Rect clipRect(*mSnapshot->clipRect);
1538    clipRect.snapToPixelBoundaries();
1539
1540    return !clipRect.intersects(r);
1541}
1542
1543bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom,
1544        Rect& transformed, Rect& clip) {
1545    if (mSnapshot->isIgnored()) {
1546        return true;
1547    }
1548
1549    transformed.set(left, top, right, bottom);
1550    currentTransform().mapRect(transformed);
1551    transformed.snapToPixelBoundaries();
1552
1553    clip.set(*mSnapshot->clipRect);
1554    clip.snapToPixelBoundaries();
1555
1556    return !clip.intersects(transformed);
1557}
1558
1559bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom,
1560        SkPaint* paint) {
1561    if (paint->getStyle() != SkPaint::kFill_Style) {
1562        float outset = paint->getStrokeWidth() * 0.5f;
1563        return quickReject(left - outset, top - outset, right + outset, bottom + outset);
1564    } else {
1565        return quickReject(left, top, right, bottom);
1566    }
1567}
1568
1569bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1570    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1571        return true;
1572    }
1573
1574    Rect r(left, top, right, bottom);
1575    currentTransform().mapRect(r);
1576    r.snapToPixelBoundaries();
1577
1578    Rect clipRect(*mSnapshot->clipRect);
1579    clipRect.snapToPixelBoundaries();
1580
1581    bool rejected = !clipRect.intersects(r);
1582    if (!isDeferred() && !rejected) {
1583        mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r));
1584    }
1585
1586    return rejected;
1587}
1588
1589void OpenGLRenderer::debugClip() {
1590#if DEBUG_CLIP_REGIONS
1591    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1592        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1593    }
1594#endif
1595}
1596
1597bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1598    if (CC_LIKELY(currentTransform().rectToRect())) {
1599        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1600        if (clipped) {
1601            dirtyClip();
1602        }
1603        return !mSnapshot->clipRect->isEmpty();
1604    }
1605
1606    SkPath path;
1607    path.addRect(left, top, right, bottom);
1608
1609    return clipPath(&path, op);
1610}
1611
1612bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1613    SkMatrix transform;
1614    currentTransform().copyTo(transform);
1615
1616    SkPath transformed;
1617    path->transform(transform, &transformed);
1618
1619    SkRegion clip;
1620    if (!mSnapshot->clipRegion->isEmpty()) {
1621        clip.setRegion(*mSnapshot->clipRegion);
1622    } else {
1623        Rect* bounds = mSnapshot->clipRect;
1624        clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1625    }
1626
1627    SkRegion region;
1628    region.setPath(transformed, clip);
1629
1630    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1631    if (clipped) {
1632        dirtyClip();
1633    }
1634    return !mSnapshot->clipRect->isEmpty();
1635}
1636
1637bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1638    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1639    if (clipped) {
1640        dirtyClip();
1641    }
1642    return !mSnapshot->clipRect->isEmpty();
1643}
1644
1645Rect* OpenGLRenderer::getClipRect() {
1646    return mSnapshot->clipRect;
1647}
1648
1649///////////////////////////////////////////////////////////////////////////////
1650// Drawing commands
1651///////////////////////////////////////////////////////////////////////////////
1652
1653void OpenGLRenderer::setupDraw(bool clear) {
1654    // TODO: It would be best if we could do this before quickReject()
1655    //       changes the scissor test state
1656    if (clear) clearLayerRegions();
1657    // Make sure setScissor & setStencil happen at the beginning of
1658    // this method
1659    if (mDirtyClip) {
1660        if (mCaches.scissorEnabled) {
1661            setScissorFromClip();
1662        }
1663        setStencilFromClip();
1664    }
1665
1666    mDescription.reset();
1667
1668    mSetShaderColor = false;
1669    mColorSet = false;
1670    mColorA = mColorR = mColorG = mColorB = 0.0f;
1671    mTextureUnit = 0;
1672    mTrackDirtyRegions = true;
1673
1674    // Enable debug highlight when what we're about to draw is tested against
1675    // the stencil buffer and if stencil highlight debugging is on
1676    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1677            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1678            mCaches.stencil.isTestEnabled();
1679
1680    mDescription.emulateStencil = mCountOverdraw;
1681}
1682
1683void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1684    mDescription.hasTexture = true;
1685    mDescription.hasAlpha8Texture = isAlpha8;
1686}
1687
1688void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1689    mDescription.hasTexture = true;
1690    mDescription.hasColors = true;
1691    mDescription.hasAlpha8Texture = isAlpha8;
1692}
1693
1694void OpenGLRenderer::setupDrawWithExternalTexture() {
1695    mDescription.hasExternalTexture = true;
1696}
1697
1698void OpenGLRenderer::setupDrawNoTexture() {
1699    mCaches.disableTexCoordsVertexArray();
1700}
1701
1702void OpenGLRenderer::setupDrawAA() {
1703    mDescription.isAA = true;
1704}
1705
1706void OpenGLRenderer::setupDrawPoint(float pointSize) {
1707    mDescription.isPoint = true;
1708    mDescription.pointSize = pointSize;
1709}
1710
1711void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1712    mColorA = alpha / 255.0f;
1713    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1714    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1715    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1716    mColorSet = true;
1717    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1718}
1719
1720void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1721    mColorA = alpha / 255.0f;
1722    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1723    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1724    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1725    mColorSet = true;
1726    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1727}
1728
1729void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1730    mCaches.fontRenderer->describe(mDescription, paint);
1731}
1732
1733void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1734    mColorA = a;
1735    mColorR = r;
1736    mColorG = g;
1737    mColorB = b;
1738    mColorSet = true;
1739    mSetShaderColor = mDescription.setColor(r, g, b, a);
1740}
1741
1742void OpenGLRenderer::setupDrawShader() {
1743    if (mDrawModifiers.mShader) {
1744        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1745    }
1746}
1747
1748void OpenGLRenderer::setupDrawColorFilter() {
1749    if (mDrawModifiers.mColorFilter) {
1750        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1751    }
1752}
1753
1754void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1755    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1756        mColorA = 1.0f;
1757        mColorR = mColorG = mColorB = 0.0f;
1758        mSetShaderColor = mDescription.modulate = true;
1759    }
1760}
1761
1762void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1763    // When the blending mode is kClear_Mode, we need to use a modulate color
1764    // argb=1,0,0,0
1765    accountForClear(mode);
1766    bool blend = (mColorSet && mColorA < 1.0f) ||
1767            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1768    chooseBlending(blend, mode, mDescription, swapSrcDst);
1769}
1770
1771void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1772    // When the blending mode is kClear_Mode, we need to use a modulate color
1773    // argb=1,0,0,0
1774    accountForClear(mode);
1775    blend |= (mColorSet && mColorA < 1.0f) ||
1776            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1777            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1778    chooseBlending(blend, mode, mDescription, swapSrcDst);
1779}
1780
1781void OpenGLRenderer::setupDrawProgram() {
1782    useProgram(mCaches.programCache.get(mDescription));
1783}
1784
1785void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1786    mTrackDirtyRegions = false;
1787}
1788
1789void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1790        bool ignoreTransform) {
1791    mModelView.loadTranslate(left, top, 0.0f);
1792    if (!ignoreTransform) {
1793        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1794        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1795    } else {
1796        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1797        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1798    }
1799}
1800
1801void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1802    mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset);
1803}
1804
1805void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1806        bool ignoreTransform, bool ignoreModelView) {
1807    if (!ignoreModelView) {
1808        mModelView.loadTranslate(left, top, 0.0f);
1809        mModelView.scale(right - left, bottom - top, 1.0f);
1810    } else {
1811        mModelView.loadIdentity();
1812    }
1813    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1814    if (!ignoreTransform) {
1815        mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform());
1816        if (mTrackDirtyRegions && dirty) {
1817            dirtyLayer(left, top, right, bottom, currentTransform());
1818        }
1819    } else {
1820        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity());
1821        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1822    }
1823}
1824
1825void OpenGLRenderer::setupDrawPointUniforms() {
1826    int slot = mCaches.currentProgram->getUniform("pointSize");
1827    glUniform1f(slot, mDescription.pointSize);
1828}
1829
1830void OpenGLRenderer::setupDrawColorUniforms() {
1831    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1832        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1833    }
1834}
1835
1836void OpenGLRenderer::setupDrawPureColorUniforms() {
1837    if (mSetShaderColor) {
1838        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1839    }
1840}
1841
1842void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1843    if (mDrawModifiers.mShader) {
1844        if (ignoreTransform) {
1845            mModelView.loadInverse(currentTransform());
1846        }
1847        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1848                mModelView, *mSnapshot, &mTextureUnit);
1849    }
1850}
1851
1852void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1853    if (mDrawModifiers.mShader) {
1854        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1855                mat4::identity(), *mSnapshot, &mTextureUnit);
1856    }
1857}
1858
1859void OpenGLRenderer::setupDrawColorFilterUniforms() {
1860    if (mDrawModifiers.mColorFilter) {
1861        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1862    }
1863}
1864
1865void OpenGLRenderer::setupDrawTextGammaUniforms() {
1866    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1867}
1868
1869void OpenGLRenderer::setupDrawSimpleMesh() {
1870    bool force = mCaches.bindMeshBuffer();
1871    mCaches.bindPositionVertexPointer(force, 0);
1872    mCaches.unbindIndicesBuffer();
1873}
1874
1875void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1876    if (texture) bindTexture(texture);
1877    mTextureUnit++;
1878    mCaches.enableTexCoordsVertexArray();
1879}
1880
1881void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1882    bindExternalTexture(texture);
1883    mTextureUnit++;
1884    mCaches.enableTexCoordsVertexArray();
1885}
1886
1887void OpenGLRenderer::setupDrawTextureTransform() {
1888    mDescription.hasTextureTransform = true;
1889}
1890
1891void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1892    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1893            GL_FALSE, &transform.data[0]);
1894}
1895
1896void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1897    bool force = false;
1898    if (!vertices || vbo) {
1899        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1900    } else {
1901        force = mCaches.unbindMeshBuffer();
1902    }
1903
1904    mCaches.bindPositionVertexPointer(force, vertices);
1905    if (mCaches.currentProgram->texCoords >= 0) {
1906        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1907    }
1908
1909    mCaches.unbindIndicesBuffer();
1910}
1911
1912void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
1913    bool force = mCaches.unbindMeshBuffer();
1914    GLsizei stride = sizeof(ColorTextureVertex);
1915
1916    mCaches.bindPositionVertexPointer(force, vertices, stride);
1917    if (mCaches.currentProgram->texCoords >= 0) {
1918        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1919    }
1920    int slot = mCaches.currentProgram->getAttrib("colors");
1921    if (slot >= 0) {
1922        glEnableVertexAttribArray(slot);
1923        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1924    }
1925
1926    mCaches.unbindIndicesBuffer();
1927}
1928
1929void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1930    bool force = false;
1931    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1932    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1933    // use the default VBO found in Caches
1934    if (!vertices || vbo) {
1935        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1936    } else {
1937        force = mCaches.unbindMeshBuffer();
1938    }
1939    mCaches.bindIndicesBuffer();
1940
1941    mCaches.bindPositionVertexPointer(force, vertices);
1942    if (mCaches.currentProgram->texCoords >= 0) {
1943        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1944    }
1945}
1946
1947void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1948    bool force = mCaches.unbindMeshBuffer();
1949    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1950    mCaches.unbindIndicesBuffer();
1951}
1952
1953void OpenGLRenderer::finishDrawTexture() {
1954}
1955
1956///////////////////////////////////////////////////////////////////////////////
1957// Drawing
1958///////////////////////////////////////////////////////////////////////////////
1959
1960status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
1961        int32_t replayFlags) {
1962    status_t status;
1963    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1964    // will be performed by the display list itself
1965    if (displayList && displayList->isRenderable()) {
1966        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1967            status = startFrame();
1968            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1969            displayList->replay(replayStruct, 0);
1970            return status | replayStruct.mDrawGlStatus;
1971        }
1972
1973        DeferredDisplayList deferredList;
1974        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1975        displayList->defer(deferStruct, 0);
1976
1977        flushLayers();
1978        status = startFrame();
1979
1980        return status | deferredList.flush(*this, dirty);
1981    }
1982
1983    return DrawGlInfo::kStatusDone;
1984}
1985
1986void OpenGLRenderer::outputDisplayList(DisplayList* displayList) {
1987    if (displayList) {
1988        displayList->output(1);
1989    }
1990}
1991
1992void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1993    int alpha;
1994    SkXfermode::Mode mode;
1995    getAlphaAndMode(paint, &alpha, &mode);
1996
1997    int color = paint != NULL ? paint->getColor() : 0;
1998
1999    float x = left;
2000    float y = top;
2001
2002    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2003
2004    bool ignoreTransform = false;
2005    if (currentTransform().isPureTranslate()) {
2006        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2007        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2008        ignoreTransform = true;
2009
2010        texture->setFilter(GL_NEAREST, true);
2011    } else {
2012        texture->setFilter(FILTER(paint), true);
2013    }
2014
2015    // No need to check for a UV mapper on the texture object, only ARGB_8888
2016    // bitmaps get packed in the atlas
2017    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2018            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2019            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2020}
2021
2022status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, int bitmapCount, TextureVertex* vertices,
2023        const Rect& bounds, SkPaint* paint) {
2024
2025    // merged draw operations don't need scissor, but clip should still be valid
2026    mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2027
2028    mCaches.activeTexture(0);
2029    Texture* texture = getTexture(bitmap);
2030    if (!texture) return DrawGlInfo::kStatusDone;
2031
2032    const AutoTexture autoCleanup(texture);
2033
2034    int alpha;
2035    SkXfermode::Mode mode;
2036    getAlphaAndMode(paint, &alpha, &mode);
2037
2038    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2039    texture->setFilter(GL_NEAREST, true); // merged ops are always pure-translation for now
2040
2041    const float x = (int) floorf(bounds.left + 0.5f);
2042    const float y = (int) floorf(bounds.top + 0.5f);
2043    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2044        int color = paint != NULL ? paint->getColor() : 0;
2045        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2046                texture->id, paint != NULL, color, alpha, mode,
2047                &vertices[0].position[0], &vertices[0].texture[0],
2048                GL_TRIANGLES, bitmapCount * 6, true, true);
2049    } else {
2050        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2051                texture->id, alpha / 255.0f, mode, texture->blend,
2052                &vertices[0].position[0], &vertices[0].texture[0],
2053                GL_TRIANGLES, bitmapCount * 6, false, true, 0, true);
2054    }
2055
2056    return DrawGlInfo::kStatusDrew;
2057}
2058
2059status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2060    const float right = left + bitmap->width();
2061    const float bottom = top + bitmap->height();
2062
2063    if (quickReject(left, top, right, bottom)) {
2064        return DrawGlInfo::kStatusDone;
2065    }
2066
2067    mCaches.activeTexture(0);
2068    Texture* texture = getTexture(bitmap);
2069    if (!texture) return DrawGlInfo::kStatusDone;
2070    const AutoTexture autoCleanup(texture);
2071
2072    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2073        drawAlphaBitmap(texture, left, top, paint);
2074    } else {
2075        drawTextureRect(left, top, right, bottom, texture, paint);
2076    }
2077
2078    return DrawGlInfo::kStatusDrew;
2079}
2080
2081status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2082    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2083    const mat4 transform(*matrix);
2084    transform.mapRect(r);
2085
2086    if (quickReject(r.left, r.top, r.right, r.bottom)) {
2087        return DrawGlInfo::kStatusDone;
2088    }
2089
2090    mCaches.activeTexture(0);
2091    Texture* texture = getTexture(bitmap);
2092    if (!texture) return DrawGlInfo::kStatusDone;
2093    const AutoTexture autoCleanup(texture);
2094
2095    // This could be done in a cheaper way, all we need is pass the matrix
2096    // to the vertex shader. The save/restore is a bit overkill.
2097    save(SkCanvas::kMatrix_SaveFlag);
2098    concatMatrix(matrix);
2099    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2100        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2101    } else {
2102        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2103    }
2104    restore();
2105
2106    return DrawGlInfo::kStatusDrew;
2107}
2108
2109status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2110    const float right = left + bitmap->width();
2111    const float bottom = top + bitmap->height();
2112
2113    if (quickReject(left, top, right, bottom)) {
2114        return DrawGlInfo::kStatusDone;
2115    }
2116
2117    mCaches.activeTexture(0);
2118    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2119    const AutoTexture autoCleanup(texture);
2120
2121    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2122        drawAlphaBitmap(texture, left, top, paint);
2123    } else {
2124        drawTextureRect(left, top, right, bottom, texture, paint);
2125    }
2126
2127    return DrawGlInfo::kStatusDrew;
2128}
2129
2130status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2131        float* vertices, int* colors, SkPaint* paint) {
2132    if (!vertices || mSnapshot->isIgnored()) {
2133        return DrawGlInfo::kStatusDone;
2134    }
2135
2136    float left = FLT_MAX;
2137    float top = FLT_MAX;
2138    float right = FLT_MIN;
2139    float bottom = FLT_MIN;
2140
2141    const uint32_t count = meshWidth * meshHeight * 6;
2142
2143    ColorTextureVertex mesh[count];
2144    ColorTextureVertex* vertex = mesh;
2145
2146    bool cleanupColors = false;
2147    if (!colors) {
2148        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2149        colors = new int[colorsCount];
2150        memset(colors, 0xff, colorsCount * sizeof(int));
2151        cleanupColors = true;
2152    }
2153
2154    mCaches.activeTexture(0);
2155    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2156    const UvMapper& mapper(getMapper(texture));
2157
2158    for (int32_t y = 0; y < meshHeight; y++) {
2159        for (int32_t x = 0; x < meshWidth; x++) {
2160            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2161
2162            float u1 = float(x) / meshWidth;
2163            float u2 = float(x + 1) / meshWidth;
2164            float v1 = float(y) / meshHeight;
2165            float v2 = float(y + 1) / meshHeight;
2166
2167            mapper.map(u1, v1, u2, v2);
2168
2169            int ax = i + (meshWidth + 1) * 2;
2170            int ay = ax + 1;
2171            int bx = i;
2172            int by = bx + 1;
2173            int cx = i + 2;
2174            int cy = cx + 1;
2175            int dx = i + (meshWidth + 1) * 2 + 2;
2176            int dy = dx + 1;
2177
2178            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2179            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2180            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2181
2182            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2183            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2184            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2185
2186            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2187            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2188            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2189            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2190        }
2191    }
2192
2193    if (quickReject(left, top, right, bottom)) {
2194        if (cleanupColors) delete[] colors;
2195        return DrawGlInfo::kStatusDone;
2196    }
2197
2198    if (!texture) {
2199        texture = mCaches.textureCache.get(bitmap);
2200        if (!texture) {
2201            if (cleanupColors) delete[] colors;
2202            return DrawGlInfo::kStatusDone;
2203        }
2204    }
2205    const AutoTexture autoCleanup(texture);
2206
2207    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2208    texture->setFilter(FILTER(paint), true);
2209
2210    int alpha;
2211    SkXfermode::Mode mode;
2212    getAlphaAndMode(paint, &alpha, &mode);
2213
2214    float a = alpha / 255.0f;
2215
2216    if (hasLayer()) {
2217        dirtyLayer(left, top, right, bottom, currentTransform());
2218    }
2219
2220    setupDraw();
2221    setupDrawWithTextureAndColor();
2222    setupDrawColor(a, a, a, a);
2223    setupDrawColorFilter();
2224    setupDrawBlending(true, mode, false);
2225    setupDrawProgram();
2226    setupDrawDirtyRegionsDisabled();
2227    setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false);
2228    setupDrawTexture(texture->id);
2229    setupDrawPureColorUniforms();
2230    setupDrawColorFilterUniforms();
2231    setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2232
2233    glDrawArrays(GL_TRIANGLES, 0, count);
2234
2235    finishDrawTexture();
2236
2237    int slot = mCaches.currentProgram->getAttrib("colors");
2238    if (slot >= 0) {
2239        glDisableVertexAttribArray(slot);
2240    }
2241
2242    if (cleanupColors) delete[] colors;
2243
2244    return DrawGlInfo::kStatusDrew;
2245}
2246
2247status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2248         float srcLeft, float srcTop, float srcRight, float srcBottom,
2249         float dstLeft, float dstTop, float dstRight, float dstBottom,
2250         SkPaint* paint) {
2251    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
2252        return DrawGlInfo::kStatusDone;
2253    }
2254
2255    mCaches.activeTexture(0);
2256    Texture* texture = getTexture(bitmap);
2257    if (!texture) return DrawGlInfo::kStatusDone;
2258    const AutoTexture autoCleanup(texture);
2259
2260    const float width = texture->width;
2261    const float height = texture->height;
2262
2263    float u1 = fmax(0.0f, srcLeft / width);
2264    float v1 = fmax(0.0f, srcTop / height);
2265    float u2 = fmin(1.0f, srcRight / width);
2266    float v2 = fmin(1.0f, srcBottom / height);
2267
2268    getMapper(texture).map(u1, v1, u2, v2);
2269
2270    mCaches.unbindMeshBuffer();
2271    resetDrawTextureTexCoords(u1, v1, u2, v2);
2272
2273    int alpha;
2274    SkXfermode::Mode mode;
2275    getAlphaAndMode(paint, &alpha, &mode);
2276
2277    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2278
2279    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2280    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2281
2282    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2283    // Apply a scale transform on the canvas only when a shader is in use
2284    // Skia handles the ratio between the dst and src rects as a scale factor
2285    // when a shader is set
2286    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2287    bool ignoreTransform = false;
2288
2289    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2290        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2291        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2292
2293        dstRight = x + (dstRight - dstLeft);
2294        dstBottom = y + (dstBottom - dstTop);
2295
2296        dstLeft = x;
2297        dstTop = y;
2298
2299        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2300        ignoreTransform = true;
2301    } else {
2302        texture->setFilter(FILTER(paint), true);
2303    }
2304
2305    if (CC_UNLIKELY(useScaleTransform)) {
2306        save(SkCanvas::kMatrix_SaveFlag);
2307        translate(dstLeft, dstTop);
2308        scale(scaleX, scaleY);
2309
2310        dstLeft = 0.0f;
2311        dstTop = 0.0f;
2312
2313        dstRight = srcRight - srcLeft;
2314        dstBottom = srcBottom - srcTop;
2315    }
2316
2317    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
2318        int color = paint ? paint->getColor() : 0;
2319        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2320                texture->id, paint != NULL, color, alpha, mode,
2321                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2322                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2323    } else {
2324        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2325                texture->id, alpha / 255.0f, mode, texture->blend,
2326                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
2327                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2328    }
2329
2330    if (CC_UNLIKELY(useScaleTransform)) {
2331        restore();
2332    }
2333
2334    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2335
2336    return DrawGlInfo::kStatusDrew;
2337}
2338
2339status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2340        float left, float top, float right, float bottom, SkPaint* paint) {
2341    int alpha;
2342    SkXfermode::Mode mode;
2343    getAlphaAndMode(paint, &alpha, &mode);
2344
2345    return drawPatch(bitmap, patch, mCaches.assetAtlas.getEntry(bitmap),
2346            left, top, right, bottom, alpha, mode);
2347}
2348
2349status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2350        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2351        int alpha, SkXfermode::Mode mode) {
2352    if (quickReject(left, top, right, bottom)) {
2353        return DrawGlInfo::kStatusDone;
2354    }
2355
2356    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2357            right - left, bottom - top, patch);
2358
2359    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2360        mCaches.activeTexture(0);
2361        Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap);
2362        if (!texture) return DrawGlInfo::kStatusDone;
2363        const AutoTexture autoCleanup(texture);
2364
2365        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2366        texture->setFilter(GL_LINEAR, true);
2367
2368        const bool pureTranslate = currentTransform().isPureTranslate();
2369        // Mark the current layer dirty where we are going to draw the patch
2370        if (hasLayer() && mesh->hasEmptyQuads) {
2371            const float offsetX = left + currentTransform().getTranslateX();
2372            const float offsetY = top + currentTransform().getTranslateY();
2373            const size_t count = mesh->quads.size();
2374            for (size_t i = 0; i < count; i++) {
2375                const Rect& bounds = mesh->quads.itemAt(i);
2376                if (CC_LIKELY(pureTranslate)) {
2377                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2378                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2379                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2380                } else {
2381                    dirtyLayer(left + bounds.left, top + bounds.top,
2382                            left + bounds.right, top + bounds.bottom, currentTransform());
2383                }
2384            }
2385        }
2386
2387        alpha *= mSnapshot->alpha;
2388
2389        if (CC_LIKELY(pureTranslate)) {
2390            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2391            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2392
2393            right = x + right - left;
2394            bottom = y + bottom - top;
2395            drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f,
2396                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2397                    GL_TRIANGLES, mesh->indexCount, false, true,
2398                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2399        } else {
2400            drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2401                    mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2402                    GL_TRIANGLES, mesh->indexCount, false, false,
2403                    mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2404        }
2405    }
2406
2407    return DrawGlInfo::kStatusDrew;
2408}
2409
2410status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2411        bool useOffset) {
2412    if (!vertexBuffer.getSize()) {
2413        // no vertices to draw
2414        return DrawGlInfo::kStatusDone;
2415    }
2416
2417    int color = paint->getColor();
2418    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2419    bool isAA = paint->isAntiAlias();
2420
2421    setupDraw();
2422    setupDrawNoTexture();
2423    if (isAA) setupDrawAA();
2424    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2425    setupDrawColorFilter();
2426    setupDrawShader();
2427    setupDrawBlending(isAA, mode);
2428    setupDrawProgram();
2429    setupDrawModelViewIdentity(useOffset);
2430    setupDrawColorUniforms();
2431    setupDrawColorFilterUniforms();
2432    setupDrawShaderIdentityUniforms();
2433
2434    void* vertices = vertexBuffer.getBuffer();
2435    bool force = mCaches.unbindMeshBuffer();
2436    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2437    mCaches.resetTexCoordsVertexPointer();
2438    mCaches.unbindIndicesBuffer();
2439
2440    int alphaSlot = -1;
2441    if (isAA) {
2442        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2443        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2444
2445        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2446        glEnableVertexAttribArray(alphaSlot);
2447        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2448    }
2449
2450    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize());
2451
2452    if (isAA) {
2453        glDisableVertexAttribArray(alphaSlot);
2454    }
2455
2456    return DrawGlInfo::kStatusDrew;
2457}
2458
2459/**
2460 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2461 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2462 * screen space in all directions. However, instead of using a fragment shader to compute the
2463 * translucency of the color from its position, we simply use a varying parameter to define how far
2464 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2465 *
2466 * Doesn't yet support joins, caps, or path effects.
2467 */
2468status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2469    VertexBuffer vertexBuffer;
2470    // TODO: try clipping large paths to viewport
2471    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2472
2473    if (hasLayer()) {
2474        SkRect bounds = path.getBounds();
2475        PathTessellator::expandBoundsForStroke(bounds, paint, false);
2476        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2477    }
2478
2479    return drawVertexBuffer(vertexBuffer, paint);
2480}
2481
2482/**
2483 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2484 * and additional geometry for defining an alpha slope perimeter.
2485 *
2486 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2487 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2488 * in-shader alpha region, but found it to be taxing on some GPUs.
2489 *
2490 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2491 * memory transfer by removing need for degenerate vertices.
2492 */
2493status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2494    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2495
2496    count &= ~0x3; // round down to nearest four
2497
2498    VertexBuffer buffer;
2499    SkRect bounds;
2500    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2501
2502    if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2503        return DrawGlInfo::kStatusDone;
2504    }
2505
2506    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2507
2508    bool useOffset = !paint->isAntiAlias();
2509    return drawVertexBuffer(buffer, paint, useOffset);
2510}
2511
2512status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2513    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2514
2515    // TODO: The paint's cap style defines whether the points are square or circular
2516    // TODO: Handle AA for round points
2517
2518    // A stroke width of 0 has a special meaning in Skia:
2519    // it draws an unscaled 1px point
2520    float strokeWidth = paint->getStrokeWidth();
2521    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2522    if (isHairLine) {
2523        // Now that we know it's hairline, we can set the effective width, to be used later
2524        strokeWidth = 1.0f;
2525    }
2526    const float halfWidth = strokeWidth / 2;
2527
2528    int alpha;
2529    SkXfermode::Mode mode;
2530    getAlphaAndMode(paint, &alpha, &mode);
2531
2532    int verticesCount = count >> 1;
2533    int generatedVerticesCount = 0;
2534
2535    TextureVertex pointsData[verticesCount];
2536    TextureVertex* vertex = &pointsData[0];
2537
2538    // TODO: We should optimize this method to not generate vertices for points
2539    // that lie outside of the clip.
2540    mCaches.enableScissor();
2541
2542    setupDraw();
2543    setupDrawNoTexture();
2544    setupDrawPoint(strokeWidth);
2545    setupDrawColor(paint->getColor(), alpha);
2546    setupDrawColorFilter();
2547    setupDrawShader();
2548    setupDrawBlending(mode);
2549    setupDrawProgram();
2550    setupDrawModelViewIdentity(true);
2551    setupDrawColorUniforms();
2552    setupDrawColorFilterUniforms();
2553    setupDrawPointUniforms();
2554    setupDrawShaderIdentityUniforms();
2555    setupDrawMesh(vertex);
2556
2557    for (int i = 0; i < count; i += 2) {
2558        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2559        generatedVerticesCount++;
2560
2561        float left = points[i] - halfWidth;
2562        float right = points[i] + halfWidth;
2563        float top = points[i + 1] - halfWidth;
2564        float bottom = points [i + 1] + halfWidth;
2565
2566        dirtyLayer(left, top, right, bottom, currentTransform());
2567    }
2568
2569    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2570
2571    return DrawGlInfo::kStatusDrew;
2572}
2573
2574status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2575    // No need to check against the clip, we fill the clip region
2576    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2577
2578    Rect& clip(*mSnapshot->clipRect);
2579    clip.snapToPixelBoundaries();
2580
2581    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2582
2583    return DrawGlInfo::kStatusDrew;
2584}
2585
2586status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2587        SkPaint* paint) {
2588    if (!texture) return DrawGlInfo::kStatusDone;
2589    const AutoTexture autoCleanup(texture);
2590
2591    const float x = left + texture->left - texture->offset;
2592    const float y = top + texture->top - texture->offset;
2593
2594    drawPathTexture(texture, x, y, paint);
2595
2596    return DrawGlInfo::kStatusDrew;
2597}
2598
2599status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2600        float rx, float ry, SkPaint* p) {
2601    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2602            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2603        return DrawGlInfo::kStatusDone;
2604    }
2605
2606    if (p->getPathEffect() != 0) {
2607        mCaches.activeTexture(0);
2608        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2609                right - left, bottom - top, rx, ry, p);
2610        return drawShape(left, top, texture, p);
2611    }
2612
2613    SkPath path;
2614    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2615    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2616        float outset = p->getStrokeWidth() / 2;
2617        rect.outset(outset, outset);
2618        rx += outset;
2619        ry += outset;
2620    }
2621    path.addRoundRect(rect, rx, ry);
2622    return drawConvexPath(path, p);
2623}
2624
2625status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2626    if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius,
2627            x + radius, y + radius, p) ||
2628            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2629        return DrawGlInfo::kStatusDone;
2630    }
2631    if (p->getPathEffect() != 0) {
2632        mCaches.activeTexture(0);
2633        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2634        return drawShape(x - radius, y - radius, texture, p);
2635    }
2636
2637    SkPath path;
2638    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2639        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2640    } else {
2641        path.addCircle(x, y, radius);
2642    }
2643    return drawConvexPath(path, p);
2644}
2645
2646status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2647        SkPaint* p) {
2648    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2649            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2650        return DrawGlInfo::kStatusDone;
2651    }
2652
2653    if (p->getPathEffect() != 0) {
2654        mCaches.activeTexture(0);
2655        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2656        return drawShape(left, top, texture, p);
2657    }
2658
2659    SkPath path;
2660    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2661    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2662        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2663    }
2664    path.addOval(rect);
2665    return drawConvexPath(path, p);
2666}
2667
2668status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2669        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2670    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2671            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2672        return DrawGlInfo::kStatusDone;
2673    }
2674
2675    if (fabs(sweepAngle) >= 360.0f) {
2676        return drawOval(left, top, right, bottom, p);
2677    }
2678
2679    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2680    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2681        mCaches.activeTexture(0);
2682        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2683                startAngle, sweepAngle, useCenter, p);
2684        return drawShape(left, top, texture, p);
2685    }
2686
2687    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2688    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2689        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2690    }
2691
2692    SkPath path;
2693    if (useCenter) {
2694        path.moveTo(rect.centerX(), rect.centerY());
2695    }
2696    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2697    if (useCenter) {
2698        path.close();
2699    }
2700    return drawConvexPath(path, p);
2701}
2702
2703// See SkPaintDefaults.h
2704#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2705
2706status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2707    if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) ||
2708            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2709        return DrawGlInfo::kStatusDone;
2710    }
2711
2712    if (p->getStyle() != SkPaint::kFill_Style) {
2713        // only fill style is supported by drawConvexPath, since others have to handle joins
2714        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2715                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2716            mCaches.activeTexture(0);
2717            const PathTexture* texture =
2718                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2719            return drawShape(left, top, texture, p);
2720        }
2721
2722        SkPath path;
2723        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2724        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2725            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2726        }
2727        path.addRect(rect);
2728        return drawConvexPath(path, p);
2729    }
2730
2731    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2732        SkPath path;
2733        path.addRect(left, top, right, bottom);
2734        return drawConvexPath(path, p);
2735    } else {
2736        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2737        return DrawGlInfo::kStatusDrew;
2738    }
2739}
2740
2741void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2742        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2743        float x, float y) {
2744    mCaches.activeTexture(0);
2745
2746    // NOTE: The drop shadow will not perform gamma correction
2747    //       if shader-based correction is enabled
2748    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2749    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2750            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2751    // If the drop shadow exceeds the max texture size or couldn't be
2752    // allocated, skip drawing
2753    if (!shadow) return;
2754    const AutoTexture autoCleanup(shadow);
2755
2756    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2757    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2758
2759    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2760    int shadowColor = mDrawModifiers.mShadowColor;
2761    if (mDrawModifiers.mShader) {
2762        shadowColor = 0xffffffff;
2763    }
2764
2765    setupDraw();
2766    setupDrawWithTexture(true);
2767    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2768    setupDrawColorFilter();
2769    setupDrawShader();
2770    setupDrawBlending(true, mode);
2771    setupDrawProgram();
2772    setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2773    setupDrawTexture(shadow->id);
2774    setupDrawPureColorUniforms();
2775    setupDrawColorFilterUniforms();
2776    setupDrawShaderUniforms();
2777    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2778
2779    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2780}
2781
2782bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2783    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2784    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2785}
2786
2787class TextSetupFunctor: public Functor {
2788public:
2789    TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate,
2790            int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(),
2791            renderer(renderer), x(x), y(y), pureTranslate(pureTranslate),
2792            alpha(alpha), mode(mode), paint(paint) {
2793    }
2794    ~TextSetupFunctor() { }
2795
2796    status_t operator ()(int what, void* data) {
2797        renderer.setupDraw();
2798        renderer.setupDrawTextGamma(paint);
2799        renderer.setupDrawDirtyRegionsDisabled();
2800        renderer.setupDrawWithTexture(true);
2801        renderer.setupDrawAlpha8Color(paint->getColor(), alpha);
2802        renderer.setupDrawColorFilter();
2803        renderer.setupDrawShader();
2804        renderer.setupDrawBlending(true, mode);
2805        renderer.setupDrawProgram();
2806        renderer.setupDrawModelView(x, y, x, y, pureTranslate, true);
2807        // Calling setupDrawTexture with the name 0 will enable the
2808        // uv attributes and increase the texture unit count
2809        // texture binding will be performed by the font renderer as
2810        // needed
2811        renderer.setupDrawTexture(0);
2812        renderer.setupDrawPureColorUniforms();
2813        renderer.setupDrawColorFilterUniforms();
2814        renderer.setupDrawShaderUniforms(pureTranslate);
2815        renderer.setupDrawTextGammaUniforms();
2816
2817        return NO_ERROR;
2818    }
2819
2820    OpenGLRenderer& renderer;
2821    float x;
2822    float y;
2823    bool pureTranslate;
2824    int alpha;
2825    SkXfermode::Mode mode;
2826    SkPaint* paint;
2827};
2828
2829status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2830        const float* positions, SkPaint* paint) {
2831    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2832        return DrawGlInfo::kStatusDone;
2833    }
2834
2835    // NOTE: Skia does not support perspective transform on drawPosText yet
2836    if (!currentTransform().isSimple()) {
2837        return DrawGlInfo::kStatusDone;
2838    }
2839
2840    float x = 0.0f;
2841    float y = 0.0f;
2842    const bool pureTranslate = currentTransform().isPureTranslate();
2843    if (pureTranslate) {
2844        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2845        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2846    }
2847
2848    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2849    fontRenderer.setFont(paint, mat4::identity());
2850
2851    int alpha;
2852    SkXfermode::Mode mode;
2853    getAlphaAndMode(paint, &alpha, &mode);
2854
2855    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2856        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2857                alpha, mode, 0.0f, 0.0f);
2858    }
2859
2860    // Pick the appropriate texture filtering
2861    bool linearFilter = currentTransform().changesBounds();
2862    if (pureTranslate && !linearFilter) {
2863        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2864    }
2865    fontRenderer.setTextureFiltering(linearFilter);
2866
2867    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2868    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2869
2870    const bool hasActiveLayer = hasLayer();
2871
2872    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2873    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2874            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2875        if (hasActiveLayer) {
2876            if (!pureTranslate) {
2877                currentTransform().mapRect(bounds);
2878            }
2879            dirtyLayerUnchecked(bounds, getRegion());
2880        }
2881    }
2882
2883    return DrawGlInfo::kStatusDrew;
2884}
2885
2886mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2887    mat4 fontTransform;
2888    if (CC_LIKELY(transform.isPureTranslate())) {
2889        fontTransform = mat4::identity();
2890    } else {
2891        if (CC_UNLIKELY(transform.isPerspective())) {
2892            fontTransform = mat4::identity();
2893        } else {
2894            float sx, sy;
2895            currentTransform().decomposeScale(sx, sy);
2896            fontTransform.loadScale(sx, sy, 1.0f);
2897        }
2898    }
2899    return fontTransform;
2900}
2901
2902status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2903        float x, float y, const float* positions, SkPaint* paint, float length,
2904        DrawOpMode drawOpMode) {
2905
2906    if (drawOpMode == kDrawOpMode_Immediate &&
2907            (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint))) {
2908        return DrawGlInfo::kStatusDone;
2909    }
2910
2911    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2912    switch (paint->getTextAlign()) {
2913        case SkPaint::kCenter_Align:
2914            x -= length / 2.0f;
2915            break;
2916        case SkPaint::kRight_Align:
2917            x -= length;
2918            break;
2919        default:
2920            break;
2921    }
2922
2923    SkPaint::FontMetrics metrics;
2924    paint->getFontMetrics(&metrics, 0.0f);
2925    if (drawOpMode == kDrawOpMode_Immediate) {
2926        if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2927            return DrawGlInfo::kStatusDone;
2928        }
2929    } else {
2930        // merged draw operations don't need scissor, but clip should still be valid
2931        mCaches.setScissorEnabled(mScissorOptimizationDisabled);
2932    }
2933
2934    const float oldX = x;
2935    const float oldY = y;
2936
2937    const mat4& transform = currentTransform();
2938    const bool pureTranslate = transform.isPureTranslate();
2939
2940    if (CC_LIKELY(pureTranslate)) {
2941        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2942        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2943    }
2944
2945    int alpha;
2946    SkXfermode::Mode mode;
2947    getAlphaAndMode(paint, &alpha, &mode);
2948
2949    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2950
2951    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2952        fontRenderer.setFont(paint, mat4::identity());
2953        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2954                alpha, mode, oldX, oldY);
2955    }
2956
2957    const bool hasActiveLayer = hasLayer();
2958
2959    // We only pass a partial transform to the font renderer. That partial
2960    // matrix defines how glyphs are rasterized. Typically we want glyphs
2961    // to be rasterized at their final size on screen, which means the partial
2962    // matrix needs to take the scale factor into account.
2963    // When a partial matrix is used to transform glyphs during rasterization,
2964    // the mesh is generated with the inverse transform (in the case of scale,
2965    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2966    // apply the full transform matrix at draw time in the vertex shader.
2967    // Applying the full matrix in the shader is the easiest way to handle
2968    // rotation and perspective and allows us to always generated quads in the
2969    // font renderer which greatly simplifies the code, clipping in particular.
2970    mat4 fontTransform = findBestFontTransform(transform);
2971    fontRenderer.setFont(paint, fontTransform);
2972
2973    // Pick the appropriate texture filtering
2974    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2975    fontRenderer.setTextureFiltering(linearFilter);
2976
2977    // TODO: Implement better clipping for scaled/rotated text
2978    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
2979    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2980
2981    bool status;
2982    TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint);
2983
2984    // don't call issuedrawcommand, do it at end of batch
2985    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2986    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2987        SkPaint paintCopy(*paint);
2988        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2989        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2990                positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2991    } else {
2992        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2993                positions, hasActiveLayer ? &bounds : NULL, &functor, forceFinish);
2994    }
2995
2996    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2997        if (!pureTranslate) {
2998            transform.mapRect(bounds);
2999        }
3000        dirtyLayerUnchecked(bounds, getRegion());
3001    }
3002
3003    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
3004
3005    return DrawGlInfo::kStatusDrew;
3006}
3007
3008status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3009        float hOffset, float vOffset, SkPaint* paint) {
3010    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3011        return DrawGlInfo::kStatusDone;
3012    }
3013
3014    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3015    fontRenderer.setFont(paint, mat4::identity());
3016    fontRenderer.setTextureFiltering(true);
3017
3018    int alpha;
3019    SkXfermode::Mode mode;
3020    getAlphaAndMode(paint, &alpha, &mode);
3021
3022    setupDraw();
3023    setupDrawTextGamma(paint);
3024    setupDrawDirtyRegionsDisabled();
3025    setupDrawWithTexture(true);
3026    setupDrawAlpha8Color(paint->getColor(), alpha);
3027    setupDrawColorFilter();
3028    setupDrawShader();
3029    setupDrawBlending(true, mode);
3030    setupDrawProgram();
3031    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
3032    // Calling setupDrawTexture with the name 0 will enable the
3033    // uv attributes and increase the texture unit count
3034    // texture binding will be performed by the font renderer as
3035    // needed
3036    setupDrawTexture(0);
3037    setupDrawPureColorUniforms();
3038    setupDrawColorFilterUniforms();
3039    setupDrawShaderUniforms(false);
3040    setupDrawTextGammaUniforms();
3041
3042    const Rect* clip = &mSnapshot->getLocalClip();
3043    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3044
3045    const bool hasActiveLayer = hasLayer();
3046
3047    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3048            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
3049        if (hasActiveLayer) {
3050            currentTransform().mapRect(bounds);
3051            dirtyLayerUnchecked(bounds, getRegion());
3052        }
3053    }
3054
3055    return DrawGlInfo::kStatusDrew;
3056}
3057
3058status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3059    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3060
3061    mCaches.activeTexture(0);
3062
3063    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3064    if (!texture) return DrawGlInfo::kStatusDone;
3065    const AutoTexture autoCleanup(texture);
3066
3067    const float x = texture->left - texture->offset;
3068    const float y = texture->top - texture->offset;
3069
3070    drawPathTexture(texture, x, y, paint);
3071
3072    return DrawGlInfo::kStatusDrew;
3073}
3074
3075status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3076    if (!layer) {
3077        return DrawGlInfo::kStatusDone;
3078    }
3079
3080    mat4* transform = NULL;
3081    if (layer->isTextureLayer()) {
3082        transform = &layer->getTransform();
3083        if (!transform->isIdentity()) {
3084            save(0);
3085            currentTransform().multiply(*transform);
3086        }
3087    }
3088
3089    Rect transformed;
3090    Rect clip;
3091    const bool rejected = quickRejectNoScissor(x, y,
3092            x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip);
3093
3094    if (rejected) {
3095        if (transform && !transform->isIdentity()) {
3096            restore();
3097        }
3098        return DrawGlInfo::kStatusDone;
3099    }
3100
3101    updateLayer(layer, true);
3102
3103    mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed));
3104    mCaches.activeTexture(0);
3105
3106    if (CC_LIKELY(!layer->region.isEmpty())) {
3107        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3108        mDrawModifiers.mColorFilter = layer->getColorFilter();
3109
3110        if (layer->region.isRect()) {
3111            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3112                    composeLayerRect(layer, layer->regionRect));
3113        } else if (layer->mesh) {
3114            const float a = getLayerAlpha(layer);
3115            setupDraw();
3116            setupDrawWithTexture();
3117            setupDrawColor(a, a, a, a);
3118            setupDrawColorFilter();
3119            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3120            setupDrawProgram();
3121            setupDrawPureColorUniforms();
3122            setupDrawColorFilterUniforms();
3123            setupDrawTexture(layer->getTexture());
3124            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3125                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3126                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3127
3128                layer->setFilter(GL_NEAREST);
3129                setupDrawModelViewTranslate(tx, ty,
3130                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3131            } else {
3132                layer->setFilter(GL_LINEAR);
3133                setupDrawModelViewTranslate(x, y,
3134                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3135            }
3136            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
3137
3138            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3139                    glDrawElements(GL_TRIANGLES, layer->meshElementCount,
3140                            GL_UNSIGNED_SHORT, layer->meshIndices));
3141
3142            finishDrawTexture();
3143
3144#if DEBUG_LAYERS_AS_REGIONS
3145            drawRegionRects(layer->region);
3146#endif
3147        }
3148
3149        mDrawModifiers.mColorFilter = oldFilter;
3150
3151        if (layer->debugDrawUpdate) {
3152            layer->debugDrawUpdate = false;
3153            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3154                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3155        }
3156    }
3157    layer->hasDrawnSinceUpdate = true;
3158
3159    if (transform && !transform->isIdentity()) {
3160        restore();
3161    }
3162
3163    return DrawGlInfo::kStatusDrew;
3164}
3165
3166///////////////////////////////////////////////////////////////////////////////
3167// Shaders
3168///////////////////////////////////////////////////////////////////////////////
3169
3170void OpenGLRenderer::resetShader() {
3171    mDrawModifiers.mShader = NULL;
3172}
3173
3174void OpenGLRenderer::setupShader(SkiaShader* shader) {
3175    mDrawModifiers.mShader = shader;
3176    if (mDrawModifiers.mShader) {
3177        mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
3178    }
3179}
3180
3181///////////////////////////////////////////////////////////////////////////////
3182// Color filters
3183///////////////////////////////////////////////////////////////////////////////
3184
3185void OpenGLRenderer::resetColorFilter() {
3186    mDrawModifiers.mColorFilter = NULL;
3187}
3188
3189void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3190    mDrawModifiers.mColorFilter = filter;
3191}
3192
3193///////////////////////////////////////////////////////////////////////////////
3194// Drop shadow
3195///////////////////////////////////////////////////////////////////////////////
3196
3197void OpenGLRenderer::resetShadow() {
3198    mDrawModifiers.mHasShadow = false;
3199}
3200
3201void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3202    mDrawModifiers.mHasShadow = true;
3203    mDrawModifiers.mShadowRadius = radius;
3204    mDrawModifiers.mShadowDx = dx;
3205    mDrawModifiers.mShadowDy = dy;
3206    mDrawModifiers.mShadowColor = color;
3207}
3208
3209///////////////////////////////////////////////////////////////////////////////
3210// Draw filters
3211///////////////////////////////////////////////////////////////////////////////
3212
3213void OpenGLRenderer::resetPaintFilter() {
3214    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3215    // comparison, see MergingDrawBatch::canMergeWith
3216    mDrawModifiers.mHasDrawFilter = false;
3217    mDrawModifiers.mPaintFilterClearBits = 0;
3218    mDrawModifiers.mPaintFilterSetBits = 0;
3219}
3220
3221void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3222    mDrawModifiers.mHasDrawFilter = true;
3223    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3224    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3225}
3226
3227SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3228    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3229        return paint;
3230    }
3231
3232    uint32_t flags = paint->getFlags();
3233
3234    mFilteredPaint = *paint;
3235    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3236            mDrawModifiers.mPaintFilterSetBits);
3237
3238    return &mFilteredPaint;
3239}
3240
3241///////////////////////////////////////////////////////////////////////////////
3242// Drawing implementation
3243///////////////////////////////////////////////////////////////////////////////
3244
3245Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3246    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3247    if (!texture) {
3248        return mCaches.textureCache.get(bitmap);
3249    }
3250    return texture;
3251}
3252
3253void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3254        float x, float y, SkPaint* paint) {
3255    if (quickReject(x, y, x + texture->width, y + texture->height)) {
3256        return;
3257    }
3258
3259    int alpha;
3260    SkXfermode::Mode mode;
3261    getAlphaAndMode(paint, &alpha, &mode);
3262
3263    setupDraw();
3264    setupDrawWithTexture(true);
3265    setupDrawAlpha8Color(paint->getColor(), alpha);
3266    setupDrawColorFilter();
3267    setupDrawShader();
3268    setupDrawBlending(true, mode);
3269    setupDrawProgram();
3270    setupDrawModelView(x, y, x + texture->width, y + texture->height);
3271    setupDrawTexture(texture->id);
3272    setupDrawPureColorUniforms();
3273    setupDrawColorFilterUniforms();
3274    setupDrawShaderUniforms();
3275    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3276
3277    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3278
3279    finishDrawTexture();
3280}
3281
3282// Same values used by Skia
3283#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3284#define kStdUnderline_Offset    (1.0f / 9.0f)
3285#define kStdUnderline_Thickness (1.0f / 18.0f)
3286
3287void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
3288        float x, float y, SkPaint* paint) {
3289    // Handle underline and strike-through
3290    uint32_t flags = paint->getFlags();
3291    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3292        SkPaint paintCopy(*paint);
3293        float underlineWidth = length;
3294        // If length is > 0.0f, we already measured the text for the text alignment
3295        if (length <= 0.0f) {
3296            underlineWidth = paintCopy.measureText(text, bytesCount);
3297        }
3298
3299        if (CC_LIKELY(underlineWidth > 0.0f)) {
3300            const float textSize = paintCopy.getTextSize();
3301            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3302
3303            const float left = x;
3304            float top = 0.0f;
3305
3306            int linesCount = 0;
3307            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3308            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3309
3310            const int pointsCount = 4 * linesCount;
3311            float points[pointsCount];
3312            int currentPoint = 0;
3313
3314            if (flags & SkPaint::kUnderlineText_Flag) {
3315                top = y + textSize * kStdUnderline_Offset;
3316                points[currentPoint++] = left;
3317                points[currentPoint++] = top;
3318                points[currentPoint++] = left + underlineWidth;
3319                points[currentPoint++] = top;
3320            }
3321
3322            if (flags & SkPaint::kStrikeThruText_Flag) {
3323                top = y + textSize * kStdStrikeThru_Offset;
3324                points[currentPoint++] = left;
3325                points[currentPoint++] = top;
3326                points[currentPoint++] = left + underlineWidth;
3327                points[currentPoint++] = top;
3328            }
3329
3330            paintCopy.setStrokeWidth(strokeWidth);
3331
3332            drawLines(&points[0], pointsCount, &paintCopy);
3333        }
3334    }
3335}
3336
3337status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3338    if (mSnapshot->isIgnored()) {
3339        return DrawGlInfo::kStatusDone;
3340    }
3341
3342    int color = paint->getColor();
3343    // If a shader is set, preserve only the alpha
3344    if (mDrawModifiers.mShader) {
3345        color |= 0x00ffffff;
3346    }
3347    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3348
3349    return drawColorRects(rects, count, color, mode);
3350}
3351
3352status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3353        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3354    if (count == 0) {
3355        return DrawGlInfo::kStatusDone;
3356    }
3357
3358    float left = FLT_MAX;
3359    float top = FLT_MAX;
3360    float right = FLT_MIN;
3361    float bottom = FLT_MIN;
3362
3363    int vertexCount = 0;
3364    Vertex mesh[count * 6];
3365    Vertex* vertex = mesh;
3366
3367    for (int index = 0; index < count; index += 4) {
3368        float l = rects[index + 0];
3369        float t = rects[index + 1];
3370        float r = rects[index + 2];
3371        float b = rects[index + 3];
3372
3373        Vertex::set(vertex++, l, b);
3374        Vertex::set(vertex++, l, t);
3375        Vertex::set(vertex++, r, t);
3376        Vertex::set(vertex++, l, b);
3377        Vertex::set(vertex++, r, t);
3378        Vertex::set(vertex++, r, b);
3379
3380        vertexCount += 6;
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    setupDrawVertices((GLvoid*) &mesh[0].position[0]);
3405
3406    if (dirty && hasLayer()) {
3407        dirtyLayer(left, top, right, bottom, currentTransform());
3408    }
3409
3410    glDrawArrays(GL_TRIANGLES, 0, vertexCount);
3411
3412    return DrawGlInfo::kStatusDrew;
3413}
3414
3415void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3416        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3417    // If a shader is set, preserve only the alpha
3418    if (mDrawModifiers.mShader) {
3419        color |= 0x00ffffff;
3420    }
3421
3422    setupDraw();
3423    setupDrawNoTexture();
3424    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3425    setupDrawShader();
3426    setupDrawColorFilter();
3427    setupDrawBlending(mode);
3428    setupDrawProgram();
3429    setupDrawModelView(left, top, right, bottom, ignoreTransform);
3430    setupDrawColorUniforms();
3431    setupDrawShaderUniforms(ignoreTransform);
3432    setupDrawColorFilterUniforms();
3433    setupDrawSimpleMesh();
3434
3435    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3436}
3437
3438void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3439        Texture* texture, SkPaint* paint) {
3440    int alpha;
3441    SkXfermode::Mode mode;
3442    getAlphaAndMode(paint, &alpha, &mode);
3443
3444    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3445
3446    GLvoid* vertices = (GLvoid*) NULL;
3447    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3448
3449    if (texture->uvMapper) {
3450        vertices = &mMeshVertices[0].position[0];
3451        texCoords = &mMeshVertices[0].texture[0];
3452
3453        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3454        texture->uvMapper->map(uvs);
3455
3456        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3457    }
3458
3459    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3460        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3461        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3462
3463        texture->setFilter(GL_NEAREST, true);
3464        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3465                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3466                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3467    } else {
3468        texture->setFilter(FILTER(paint), true);
3469        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3470                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3471    }
3472
3473    if (texture->uvMapper) {
3474        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3475    }
3476}
3477
3478void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3479        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3480    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3481            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3482}
3483
3484void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3485        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3486        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3487        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3488
3489    setupDraw();
3490    setupDrawWithTexture();
3491    setupDrawColor(alpha, alpha, alpha, alpha);
3492    setupDrawColorFilter();
3493    setupDrawBlending(blend, mode, swapSrcDst);
3494    setupDrawProgram();
3495    if (!dirty) setupDrawDirtyRegionsDisabled();
3496    if (!ignoreScale) {
3497        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3498    } else {
3499        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3500    }
3501    setupDrawTexture(texture);
3502    setupDrawPureColorUniforms();
3503    setupDrawColorFilterUniforms();
3504    setupDrawMesh(vertices, texCoords, vbo);
3505
3506    glDrawArrays(drawMode, 0, elementsCount);
3507
3508    finishDrawTexture();
3509}
3510
3511void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3512        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3513        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3514        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
3515
3516    setupDraw();
3517    setupDrawWithTexture();
3518    setupDrawColor(alpha, alpha, alpha, alpha);
3519    setupDrawColorFilter();
3520    setupDrawBlending(blend, mode, swapSrcDst);
3521    setupDrawProgram();
3522    if (!dirty) setupDrawDirtyRegionsDisabled();
3523    if (!ignoreScale) {
3524        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3525    } else {
3526        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3527    }
3528    setupDrawTexture(texture);
3529    setupDrawPureColorUniforms();
3530    setupDrawColorFilterUniforms();
3531    setupDrawMeshIndices(vertices, texCoords, vbo);
3532
3533    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3534
3535    finishDrawTexture();
3536}
3537
3538void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3539        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3540        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3541        bool ignoreTransform, bool ignoreScale, bool dirty) {
3542
3543    setupDraw();
3544    setupDrawWithTexture(true);
3545    if (hasColor) {
3546        setupDrawAlpha8Color(color, alpha);
3547    }
3548    setupDrawColorFilter();
3549    setupDrawShader();
3550    setupDrawBlending(true, mode);
3551    setupDrawProgram();
3552    if (!dirty) setupDrawDirtyRegionsDisabled();
3553    if (!ignoreScale) {
3554        setupDrawModelView(left, top, right, bottom, ignoreTransform);
3555    } else {
3556        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
3557    }
3558    setupDrawTexture(texture);
3559    setupDrawPureColorUniforms();
3560    setupDrawColorFilterUniforms();
3561    setupDrawShaderUniforms();
3562    setupDrawMesh(vertices, texCoords);
3563
3564    glDrawArrays(drawMode, 0, elementsCount);
3565
3566    finishDrawTexture();
3567}
3568
3569void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3570        ProgramDescription& description, bool swapSrcDst) {
3571    if (mCountOverdraw) {
3572        if (!mCaches.blend) glEnable(GL_BLEND);
3573        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3574            glBlendFunc(GL_ONE, GL_ONE);
3575        }
3576
3577        mCaches.blend = true;
3578        mCaches.lastSrcMode = GL_ONE;
3579        mCaches.lastDstMode = GL_ONE;
3580
3581        return;
3582    }
3583
3584    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3585
3586    if (blend) {
3587        // These blend modes are not supported by OpenGL directly and have
3588        // to be implemented using shaders. Since the shader will perform
3589        // the blending, turn blending off here
3590        // If the blend mode cannot be implemented using shaders, fall
3591        // back to the default SrcOver blend mode instead
3592        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3593            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3594                description.framebufferMode = mode;
3595                description.swapSrcDst = swapSrcDst;
3596
3597                if (mCaches.blend) {
3598                    glDisable(GL_BLEND);
3599                    mCaches.blend = false;
3600                }
3601
3602                return;
3603            } else {
3604                mode = SkXfermode::kSrcOver_Mode;
3605            }
3606        }
3607
3608        if (!mCaches.blend) {
3609            glEnable(GL_BLEND);
3610        }
3611
3612        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3613        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3614
3615        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3616            glBlendFunc(sourceMode, destMode);
3617            mCaches.lastSrcMode = sourceMode;
3618            mCaches.lastDstMode = destMode;
3619        }
3620    } else if (mCaches.blend) {
3621        glDisable(GL_BLEND);
3622    }
3623    mCaches.blend = blend;
3624}
3625
3626bool OpenGLRenderer::useProgram(Program* program) {
3627    if (!program->isInUse()) {
3628        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3629        program->use();
3630        mCaches.currentProgram = program;
3631        return false;
3632    }
3633    return true;
3634}
3635
3636void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3637    TextureVertex* v = &mMeshVertices[0];
3638    TextureVertex::setUV(v++, u1, v1);
3639    TextureVertex::setUV(v++, u2, v1);
3640    TextureVertex::setUV(v++, u1, v2);
3641    TextureVertex::setUV(v++, u2, v2);
3642}
3643
3644void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3645    getAlphaAndModeDirect(paint, alpha,  mode);
3646    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3647        // if drawing a layer, ignore the paint's alpha
3648        *alpha = mDrawModifiers.mOverrideLayerAlpha;
3649    }
3650    *alpha *= mSnapshot->alpha;
3651}
3652
3653float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3654    float alpha;
3655    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3656        alpha = mDrawModifiers.mOverrideLayerAlpha;
3657    } else {
3658        alpha = layer->getAlpha() / 255.0f;
3659    }
3660    return alpha * mSnapshot->alpha;
3661}
3662
3663}; // namespace uirenderer
3664}; // namespace android
3665