OpenGLRenderer.cpp revision 924197513aa2df4c1fb2977c1727f5d2c21f2689
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "ShadowTessellator.h"
40#include "utils/GLUtils.h"
41#include "Vector.h"
42#include "VertexBuffer.h"
43
44namespace android {
45namespace uirenderer {
46
47///////////////////////////////////////////////////////////////////////////////
48// Defines
49///////////////////////////////////////////////////////////////////////////////
50
51#define RAD_TO_DEG (180.0f / 3.14159265f)
52#define MIN_ANGLE 0.001f
53
54#define ALPHA_THRESHOLD 0
55
56static GLenum getFilter(const SkPaint* paint) {
57    if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) {
58        return GL_LINEAR;
59    }
60    return GL_NEAREST;
61}
62
63///////////////////////////////////////////////////////////////////////////////
64// Globals
65///////////////////////////////////////////////////////////////////////////////
66
67/**
68 * Structure mapping Skia xfermodes to OpenGL blending factors.
69 */
70struct Blender {
71    SkXfermode::Mode mode;
72    GLenum src;
73    GLenum dst;
74}; // struct Blender
75
76// In this array, the index of each Blender equals the value of the first
77// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
78static const Blender gBlends[] = {
79    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
81    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
82    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
84    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
85    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
86    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
87    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
88    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
89    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
90    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
91    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
92    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
93    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
94};
95
96// This array contains the swapped version of each SkXfermode. For instance
97// this array's SrcOver blending mode is actually DstOver. You can refer to
98// createLayer() for more information on the purpose of this array.
99static const Blender gBlendsSwap[] = {
100    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
101    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
102    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
103    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
104    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
106    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
107    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
108    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
109    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
110    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
111    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
112    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
113    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
114    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
115};
116
117///////////////////////////////////////////////////////////////////////////////
118// Functions
119///////////////////////////////////////////////////////////////////////////////
120
121template<typename T>
122static inline T min(T a, T b) {
123    return a < b ? a : b;
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Constructors/destructor
128///////////////////////////////////////////////////////////////////////////////
129
130OpenGLRenderer::OpenGLRenderer():
131        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
132    // *set* draw modifiers to be 0
133    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
134    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
135
136    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
137
138    mFrameStarted = false;
139    mCountOverdraw = false;
140
141    mScissorOptimizationDisabled = false;
142}
143
144OpenGLRenderer::~OpenGLRenderer() {
145    // The context has already been destroyed at this point, do not call
146    // GL APIs. All GL state should be kept in Caches.h
147}
148
149void OpenGLRenderer::initProperties() {
150    char property[PROPERTY_VALUE_MAX];
151    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
152        mScissorOptimizationDisabled = !strcasecmp(property, "true");
153        INIT_LOGD("  Scissor optimization %s",
154                mScissorOptimizationDisabled ? "disabled" : "enabled");
155    } else {
156        INIT_LOGD("  Scissor optimization enabled");
157    }
158}
159
160///////////////////////////////////////////////////////////////////////////////
161// Setup
162///////////////////////////////////////////////////////////////////////////////
163
164void OpenGLRenderer::setViewport(int width, int height) {
165    initializeViewport(width, height);
166
167    glDisable(GL_DITHER);
168    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
169
170    glEnableVertexAttribArray(Program::kBindingPosition);
171}
172
173void OpenGLRenderer::setupFrameState(float left, float top,
174        float right, float bottom, bool opaque) {
175    mCaches.clearGarbage();
176
177    initializeSaveStack(left, top, right, bottom);
178    mOpaque = opaque;
179    mTilingClip.set(left, top, right, bottom);
180}
181
182status_t OpenGLRenderer::startFrame() {
183    if (mFrameStarted) return DrawGlInfo::kStatusDone;
184    mFrameStarted = true;
185
186    mDirtyClip = true;
187
188    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
189
190    glViewport(0, 0, getWidth(), getHeight());
191
192    // Functors break the tiling extension in pretty spectacular ways
193    // This ensures we don't use tiling when a functor is going to be
194    // invoked during the frame
195    mSuppressTiling = mCaches.hasRegisteredFunctors();
196
197    startTilingCurrentClip(true);
198
199    debugOverdraw(true, true);
200
201    return clear(mTilingClip.left, mTilingClip.top,
202            mTilingClip.right, mTilingClip.bottom, mOpaque);
203}
204
205status_t OpenGLRenderer::prepareDirty(float left, float top,
206        float right, float bottom, bool opaque) {
207
208    setupFrameState(left, top, right, bottom, opaque);
209
210    // Layer renderers will start the frame immediately
211    // The framebuffer renderer will first defer the display list
212    // for each layer and wait until the first drawing command
213    // to start the frame
214    if (currentSnapshot()->fbo == 0) {
215        syncState();
216        updateLayers();
217    } else {
218        return startFrame();
219    }
220
221    return DrawGlInfo::kStatusDone;
222}
223
224void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
225    // If we know that we are going to redraw the entire framebuffer,
226    // perform a discard to let the driver know we don't need to preserve
227    // the back buffer for this frame.
228    if (mExtensions.hasDiscardFramebuffer() &&
229            left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) {
230        const bool isFbo = getTargetFbo() == 0;
231        const GLenum attachments[] = {
232                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
233                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
234        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
235    }
236}
237
238status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
239    if (!opaque || mCountOverdraw) {
240        mCaches.enableScissor();
241        mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top);
242        glClear(GL_COLOR_BUFFER_BIT);
243        return DrawGlInfo::kStatusDrew;
244    }
245
246    mCaches.resetScissor();
247    return DrawGlInfo::kStatusDone;
248}
249
250void OpenGLRenderer::syncState() {
251    if (mCaches.blend) {
252        glEnable(GL_BLEND);
253    } else {
254        glDisable(GL_BLEND);
255    }
256}
257
258void OpenGLRenderer::startTilingCurrentClip(bool opaque) {
259    if (!mSuppressTiling) {
260        const Snapshot* snapshot = currentSnapshot();
261
262        const Rect* clip = &mTilingClip;
263        if (snapshot->flags & Snapshot::kFlagFboTarget) {
264            clip = &(snapshot->layer->clipRect);
265        }
266
267        startTiling(*clip, getViewportHeight(), opaque);
268    }
269}
270
271void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
272    if (!mSuppressTiling) {
273        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
274                clip.right - clip.left, clip.bottom - clip.top, opaque);
275    }
276}
277
278void OpenGLRenderer::endTiling() {
279    if (!mSuppressTiling) mCaches.endTiling();
280}
281
282void OpenGLRenderer::finish() {
283    renderOverdraw();
284    endTiling();
285
286    // When finish() is invoked on FBO 0 we've reached the end
287    // of the current frame
288    if (getTargetFbo() == 0) {
289        mCaches.pathCache.trim();
290    }
291
292    if (!suppressErrorChecks()) {
293#if DEBUG_OPENGL
294        GLUtils::dumpGLErrors();
295#endif
296
297#if DEBUG_MEMORY_USAGE
298        mCaches.dumpMemoryUsage();
299#else
300        if (mCaches.getDebugLevel() & kDebugMemory) {
301            mCaches.dumpMemoryUsage();
302        }
303#endif
304    }
305
306    if (mCountOverdraw) {
307        countOverdraw();
308    }
309
310    mFrameStarted = false;
311}
312
313void OpenGLRenderer::interrupt() {
314    if (mCaches.currentProgram) {
315        if (mCaches.currentProgram->isInUse()) {
316            mCaches.currentProgram->remove();
317            mCaches.currentProgram = NULL;
318        }
319    }
320    mCaches.resetActiveTexture();
321    mCaches.unbindMeshBuffer();
322    mCaches.unbindIndicesBuffer();
323    mCaches.resetVertexPointers();
324    mCaches.disableTexCoordsVertexArray();
325    debugOverdraw(false, false);
326}
327
328void OpenGLRenderer::resume() {
329    const Snapshot* snapshot = currentSnapshot();
330    glViewport(0, 0, getViewportWidth(), getViewportHeight());
331    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
332    debugOverdraw(true, false);
333
334    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
335
336    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
337    mCaches.enableScissor();
338    mCaches.resetScissor();
339    dirtyClip();
340
341    mCaches.activeTexture(0);
342    mCaches.resetBoundTextures();
343
344    mCaches.blend = true;
345    glEnable(GL_BLEND);
346    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
347    glBlendEquation(GL_FUNC_ADD);
348}
349
350void OpenGLRenderer::resumeAfterLayer() {
351    glViewport(0, 0, getViewportWidth(), getViewportHeight());
352    glBindFramebuffer(GL_FRAMEBUFFER, currentSnapshot()->fbo);
353    debugOverdraw(true, false);
354
355    mCaches.resetScissor();
356    dirtyClip();
357}
358
359status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
360    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
361
362    Rect clip(*currentClipRect());
363    clip.snapToPixelBoundaries();
364
365    // Since we don't know what the functor will draw, let's dirty
366    // the entire clip region
367    if (hasLayer()) {
368        dirtyLayerUnchecked(clip, getRegion());
369    }
370
371    DrawGlInfo info;
372    info.clipLeft = clip.left;
373    info.clipTop = clip.top;
374    info.clipRight = clip.right;
375    info.clipBottom = clip.bottom;
376    info.isLayer = hasLayer();
377    info.width = getViewportWidth();
378    info.height = getViewportHeight();
379    currentTransform()->copyTo(&info.transform[0]);
380
381    bool dirtyClip = mDirtyClip;
382    // setup GL state for functor
383    if (mDirtyClip) {
384        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
385    }
386    if (mCaches.enableScissor() || dirtyClip) {
387        setScissorFromClip();
388    }
389    interrupt();
390
391    // call functor immediately after GL state setup
392    (*functor)(DrawGlInfo::kModeDraw, &info);
393
394    resume();
395    return DrawGlInfo::kStatusDrew;
396}
397
398///////////////////////////////////////////////////////////////////////////////
399// Debug
400///////////////////////////////////////////////////////////////////////////////
401
402void OpenGLRenderer::eventMark(const char* name) const {
403    mCaches.eventMark(0, name);
404}
405
406void OpenGLRenderer::startMark(const char* name) const {
407    mCaches.startMark(0, name);
408}
409
410void OpenGLRenderer::endMark() const {
411    mCaches.endMark();
412}
413
414void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
415    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
416        if (clear) {
417            mCaches.disableScissor();
418            mCaches.stencil.clear();
419        }
420        if (enable) {
421            mCaches.stencil.enableDebugWrite();
422        } else {
423            mCaches.stencil.disable();
424        }
425    }
426}
427
428void OpenGLRenderer::renderOverdraw() {
429    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
430        const Rect* clip = &mTilingClip;
431
432        mCaches.enableScissor();
433        mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom,
434                clip->right - clip->left, clip->bottom - clip->top);
435
436        // 1x overdraw
437        mCaches.stencil.enableDebugTest(2);
438        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
439
440        // 2x overdraw
441        mCaches.stencil.enableDebugTest(3);
442        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
443
444        // 3x overdraw
445        mCaches.stencil.enableDebugTest(4);
446        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
447
448        // 4x overdraw and higher
449        mCaches.stencil.enableDebugTest(4, true);
450        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
451
452        mCaches.stencil.disable();
453    }
454}
455
456void OpenGLRenderer::countOverdraw() {
457    size_t count = getWidth() * getHeight();
458    uint32_t* buffer = new uint32_t[count];
459    glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
460
461    size_t total = 0;
462    for (size_t i = 0; i < count; i++) {
463        total += buffer[i] & 0xff;
464    }
465
466    mOverdraw = total / float(count);
467
468    delete[] buffer;
469}
470
471///////////////////////////////////////////////////////////////////////////////
472// Layers
473///////////////////////////////////////////////////////////////////////////////
474
475bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
476    if (layer->deferredUpdateScheduled && layer->renderer &&
477            layer->displayList.get() && layer->displayList->isRenderable()) {
478        ATRACE_CALL();
479
480        Rect& dirty = layer->dirtyRect;
481
482        if (inFrame) {
483            endTiling();
484            debugOverdraw(false, false);
485        }
486
487        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
488            layer->render();
489        } else {
490            layer->defer();
491        }
492
493        if (inFrame) {
494            resumeAfterLayer();
495            startTilingCurrentClip();
496        }
497
498        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
499        layer->hasDrawnSinceUpdate = false;
500
501        return true;
502    }
503
504    return false;
505}
506
507void OpenGLRenderer::updateLayers() {
508    // If draw deferring is enabled this method will simply defer
509    // the display list of each individual layer. The layers remain
510    // in the layer updates list which will be cleared by flushLayers().
511    int count = mLayerUpdates.size();
512    if (count > 0) {
513        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
514            startMark("Layer Updates");
515        } else {
516            startMark("Defer Layer Updates");
517        }
518
519        // Note: it is very important to update the layers in order
520        for (int i = 0; i < count; i++) {
521            Layer* layer = mLayerUpdates.itemAt(i);
522            updateLayer(layer, false);
523            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
524                mCaches.resourceCache.decrementRefcount(layer);
525            }
526        }
527
528        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
529            mLayerUpdates.clear();
530            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
531        }
532        endMark();
533    }
534}
535
536void OpenGLRenderer::flushLayers() {
537    int count = mLayerUpdates.size();
538    if (count > 0) {
539        startMark("Apply Layer Updates");
540        char layerName[12];
541
542        // Note: it is very important to update the layers in order
543        for (int i = 0; i < count; i++) {
544            sprintf(layerName, "Layer #%d", i);
545            startMark(layerName);
546
547            ATRACE_BEGIN("flushLayer");
548            Layer* layer = mLayerUpdates.itemAt(i);
549            layer->flush();
550            ATRACE_END();
551
552            mCaches.resourceCache.decrementRefcount(layer);
553
554            endMark();
555        }
556
557        mLayerUpdates.clear();
558        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
559
560        endMark();
561    }
562}
563
564void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
565    if (layer) {
566        // Make sure we don't introduce duplicates.
567        // SortedVector would do this automatically but we need to respect
568        // the insertion order. The linear search is not an issue since
569        // this list is usually very short (typically one item, at most a few)
570        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
571            if (mLayerUpdates.itemAt(i) == layer) {
572                return;
573            }
574        }
575        mLayerUpdates.push_back(layer);
576        mCaches.resourceCache.incrementRefcount(layer);
577    }
578}
579
580void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
581    if (layer) {
582        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
583            if (mLayerUpdates.itemAt(i) == layer) {
584                mLayerUpdates.removeAt(i);
585                mCaches.resourceCache.decrementRefcount(layer);
586                break;
587            }
588        }
589    }
590}
591
592void OpenGLRenderer::clearLayerUpdates() {
593    size_t count = mLayerUpdates.size();
594    if (count > 0) {
595        mCaches.resourceCache.lock();
596        for (size_t i = 0; i < count; i++) {
597            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
598        }
599        mCaches.resourceCache.unlock();
600        mLayerUpdates.clear();
601    }
602}
603
604void OpenGLRenderer::flushLayerUpdates() {
605    syncState();
606    updateLayers();
607    flushLayers();
608    // Wait for all the layer updates to be executed
609    AutoFence fence;
610}
611
612///////////////////////////////////////////////////////////////////////////////
613// State management
614///////////////////////////////////////////////////////////////////////////////
615
616void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {
617    bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer;
618    bool restoreClip = removed.flags & Snapshot::kFlagClipSet;
619    bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer;
620
621    if (restoreViewport) {
622        glViewport(0, 0, getViewportWidth(), getViewportHeight());
623    }
624
625    if (restoreClip) {
626        dirtyClip();
627    }
628
629    if (restoreLayer) {
630        endMark(); // Savelayer
631        startMark("ComposeLayer");
632        composeLayer(removed, restored);
633        endMark();
634    }
635}
636
637///////////////////////////////////////////////////////////////////////////////
638// Layers
639///////////////////////////////////////////////////////////////////////////////
640
641int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
642        const SkPaint* paint, int flags, const SkPath* convexMask) {
643    const int count = saveSnapshot(flags);
644
645    if (!currentSnapshot()->isIgnored()) {
646        createLayer(left, top, right, bottom, paint, flags, convexMask);
647    }
648
649    return count;
650}
651
652void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
653    const Rect untransformedBounds(bounds);
654
655    currentTransform()->mapRect(bounds);
656
657    // Layers only make sense if they are in the framebuffer's bounds
658    if (bounds.intersect(*currentClipRect())) {
659        // We cannot work with sub-pixels in this case
660        bounds.snapToPixelBoundaries();
661
662        // When the layer is not an FBO, we may use glCopyTexImage so we
663        // need to make sure the layer does not extend outside the bounds
664        // of the framebuffer
665        const Snapshot& previous = *(currentSnapshot()->previous);
666        Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight());
667        if (!bounds.intersect(previousViewport)) {
668            bounds.setEmpty();
669        } else if (fboLayer) {
670            clip.set(bounds);
671            mat4 inverse;
672            inverse.loadInverse(*currentTransform());
673            inverse.mapRect(clip);
674            clip.snapToPixelBoundaries();
675            if (clip.intersect(untransformedBounds)) {
676                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
677                bounds.set(untransformedBounds);
678            } else {
679                clip.setEmpty();
680            }
681        }
682    } else {
683        bounds.setEmpty();
684    }
685}
686
687void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
688        bool fboLayer, int alpha) {
689    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
690            bounds.getHeight() > mCaches.maxTextureSize ||
691            (fboLayer && clip.isEmpty())) {
692        mSnapshot->empty = fboLayer;
693    } else {
694        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
695    }
696}
697
698int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
699        const SkPaint* paint, int flags) {
700    const int count = saveSnapshot(flags);
701
702    if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
703        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
704        // operations will be able to store and restore the current clip and transform info, and
705        // quick rejection will be correct (for display lists)
706
707        Rect bounds(left, top, right, bottom);
708        Rect clip;
709        calculateLayerBoundsAndClip(bounds, clip, true);
710        updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint));
711
712        if (!currentSnapshot()->isIgnored()) {
713            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
714            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
715            mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
716        }
717    }
718
719    return count;
720}
721
722/**
723 * Layers are viewed by Skia are slightly different than layers in image editing
724 * programs (for instance.) When a layer is created, previously created layers
725 * and the frame buffer still receive every drawing command. For instance, if a
726 * layer is created and a shape intersecting the bounds of the layers and the
727 * framebuffer is draw, the shape will be drawn on both (unless the layer was
728 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
729 *
730 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
731 * texture. Unfortunately, this is inefficient as it requires every primitive to
732 * be drawn n + 1 times, where n is the number of active layers. In practice this
733 * means, for every primitive:
734 *   - Switch active frame buffer
735 *   - Change viewport, clip and projection matrix
736 *   - Issue the drawing
737 *
738 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
739 * To avoid this, layers are implemented in a different way here, at least in the
740 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
741 * is set. When this flag is set we can redirect all drawing operations into a
742 * single FBO.
743 *
744 * This implementation relies on the frame buffer being at least RGBA 8888. When
745 * a layer is created, only a texture is created, not an FBO. The content of the
746 * frame buffer contained within the layer's bounds is copied into this texture
747 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
748 * buffer and drawing continues as normal. This technique therefore treats the
749 * frame buffer as a scratch buffer for the layers.
750 *
751 * To compose the layers back onto the frame buffer, each layer texture
752 * (containing the original frame buffer data) is drawn as a simple quad over
753 * the frame buffer. The trick is that the quad is set as the composition
754 * destination in the blending equation, and the frame buffer becomes the source
755 * of the composition.
756 *
757 * Drawing layers with an alpha value requires an extra step before composition.
758 * An empty quad is drawn over the layer's region in the frame buffer. This quad
759 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
760 * quad is used to multiply the colors in the frame buffer. This is achieved by
761 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
762 * GL_ZERO, GL_SRC_ALPHA.
763 *
764 * Because glCopyTexImage2D() can be slow, an alternative implementation might
765 * be use to draw a single clipped layer. The implementation described above
766 * is correct in every case.
767 *
768 * (1) The frame buffer is actually not cleared right away. To allow the GPU
769 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
770 *     buffer is left untouched until the first drawing operation. Only when
771 *     something actually gets drawn are the layers regions cleared.
772 */
773bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
774        const SkPaint* paint, int flags, const SkPath* convexMask) {
775    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
776    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
777
778    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
779
780    // Window coordinates of the layer
781    Rect clip;
782    Rect bounds(left, top, right, bottom);
783    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
784    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint));
785
786    // Bail out if we won't draw in this snapshot
787    if (currentSnapshot()->isIgnored()) {
788        return false;
789    }
790
791    mCaches.activeTexture(0);
792    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
793    if (!layer) {
794        return false;
795    }
796
797    layer->setPaint(paint);
798    layer->layer.set(bounds);
799    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
800            bounds.getWidth() / float(layer->getWidth()), 0.0f);
801
802    layer->setBlend(true);
803    layer->setDirty(false);
804    layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache
805
806    // Save the layer in the snapshot
807    mSnapshot->flags |= Snapshot::kFlagIsLayer;
808    mSnapshot->layer = layer;
809
810    startMark("SaveLayer");
811    if (fboLayer) {
812        return createFboLayer(layer, bounds, clip);
813    } else {
814        // Copy the framebuffer into the layer
815        layer->bindTexture();
816        if (!bounds.isEmpty()) {
817            if (layer->isEmpty()) {
818                // Workaround for some GL drivers. When reading pixels lying outside
819                // of the window we should get undefined values for those pixels.
820                // Unfortunately some drivers will turn the entire target texture black
821                // when reading outside of the window.
822                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
823                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
824                layer->setEmpty(false);
825            }
826
827            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
828                    bounds.left, getViewportHeight() - bounds.bottom,
829                    bounds.getWidth(), bounds.getHeight());
830
831            // Enqueue the buffer coordinates to clear the corresponding region later
832            mLayers.push(new Rect(bounds));
833        }
834    }
835
836    return true;
837}
838
839bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
840    layer->clipRect.set(clip);
841    layer->setFbo(mCaches.fboCache.get());
842
843    mSnapshot->region = &mSnapshot->layer->region;
844    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer;
845    mSnapshot->fbo = layer->getFbo();
846    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
847    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
848    mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight());
849
850    endTiling();
851    debugOverdraw(false, false);
852    // Bind texture to FBO
853    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
854    layer->bindTexture();
855
856    // Initialize the texture if needed
857    if (layer->isEmpty()) {
858        layer->allocateTexture();
859        layer->setEmpty(false);
860    }
861
862    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
863            layer->getTexture(), 0);
864
865    startTilingCurrentClip(true);
866
867    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
868    mCaches.enableScissor();
869    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
870            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
871    glClear(GL_COLOR_BUFFER_BIT);
872
873    dirtyClip();
874
875    // Change the ortho projection
876    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
877
878
879    return true;
880}
881
882/**
883 * Read the documentation of createLayer() before doing anything in this method.
884 */
885void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) {
886    if (!removed.layer) {
887        ALOGE("Attempting to compose a layer that does not exist");
888        return;
889    }
890
891    Layer* layer = removed.layer;
892    const Rect& rect = layer->layer;
893    const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer;
894
895    bool clipRequired = false;
896    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
897            &clipRequired, false); // safely ignore return, should never be rejected
898    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
899
900    if (fboLayer) {
901        endTiling();
902
903        // Detach the texture from the FBO
904        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
905
906        layer->removeFbo(false);
907
908        // Unbind current FBO and restore previous one
909        glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo);
910        debugOverdraw(true, false);
911
912        startTilingCurrentClip();
913    }
914
915    if (!fboLayer && layer->getAlpha() < 255) {
916        SkPaint layerPaint;
917        layerPaint.setAlpha(layer->getAlpha());
918        layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode);
919        layerPaint.setColorFilter(layer->getColorFilter());
920
921        drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true);
922        // Required below, composeLayerRect() will divide by 255
923        layer->setAlpha(255);
924    }
925
926    mCaches.unbindMeshBuffer();
927
928    mCaches.activeTexture(0);
929
930    // When the layer is stored in an FBO, we can save a bit of fillrate by
931    // drawing only the dirty region
932    if (fboLayer) {
933        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform);
934        composeLayerRegion(layer, rect);
935    } else if (!rect.isEmpty()) {
936        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
937
938        save(0);
939        // the layer contains screen buffer content that shouldn't be alpha modulated
940        // (and any necessary alpha modulation was handled drawing into the layer)
941        mSnapshot->alpha = 1.0f;
942        composeLayerRect(layer, rect, true);
943        restore();
944    }
945
946    dirtyClip();
947
948    // Failing to add the layer to the cache should happen only if the layer is too large
949    layer->setConvexMask(NULL);
950    if (!mCaches.layerCache.put(layer)) {
951        LAYER_LOGD("Deleting layer");
952        Caches::getInstance().resourceCache.decrementRefcount(layer);
953    }
954}
955
956void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
957    float alpha = getLayerAlpha(layer);
958
959    setupDraw();
960    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
961        setupDrawWithTexture();
962    } else {
963        setupDrawWithExternalTexture();
964    }
965    setupDrawTextureTransform();
966    setupDrawColor(alpha, alpha, alpha, alpha);
967    setupDrawColorFilter(layer->getColorFilter());
968    setupDrawBlending(layer);
969    setupDrawProgram();
970    setupDrawPureColorUniforms();
971    setupDrawColorFilterUniforms(layer->getColorFilter());
972    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
973        setupDrawTexture(layer->getTexture());
974    } else {
975        setupDrawExternalTexture(layer->getTexture());
976    }
977    if (currentTransform()->isPureTranslate() &&
978            !layer->getForceFilter() &&
979            layer->getWidth() == (uint32_t) rect.getWidth() &&
980            layer->getHeight() == (uint32_t) rect.getHeight()) {
981        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
982        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
983
984        layer->setFilter(GL_NEAREST);
985        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
986                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
987    } else {
988        layer->setFilter(GL_LINEAR);
989        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
990                rect.left, rect.top, rect.right, rect.bottom);
991    }
992    setupDrawTextureTransformUniforms(layer->getTexTransform());
993    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
994
995    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
996}
997
998void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
999    if (!layer->isTextureLayer()) {
1000        const Rect& texCoords = layer->texCoords;
1001        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1002                texCoords.right, texCoords.bottom);
1003
1004        float x = rect.left;
1005        float y = rect.top;
1006        bool simpleTransform = currentTransform()->isPureTranslate() &&
1007                layer->getWidth() == (uint32_t) rect.getWidth() &&
1008                layer->getHeight() == (uint32_t) rect.getHeight();
1009
1010        if (simpleTransform) {
1011            // When we're swapping, the layer is already in screen coordinates
1012            if (!swap) {
1013                x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1014                y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1015            }
1016
1017            layer->setFilter(GL_NEAREST, true);
1018        } else {
1019            layer->setFilter(GL_LINEAR, true);
1020        }
1021
1022        SkPaint layerPaint;
1023        layerPaint.setAlpha(getLayerAlpha(layer) * 255);
1024        layerPaint.setXfermodeMode(layer->getMode());
1025        layerPaint.setColorFilter(layer->getColorFilter());
1026
1027        bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f;
1028        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1029                layer->getTexture(), &layerPaint, blend,
1030                &mMeshVertices[0].x, &mMeshVertices[0].u,
1031                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1032
1033        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1034    } else {
1035        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1036        drawTextureLayer(layer, rect);
1037        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1038    }
1039}
1040
1041/**
1042 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1043 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1044 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1045 * by saveLayer's restore
1046 */
1047#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1048        DRAW_COMMAND;                                                            \
1049        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1050            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1051            DRAW_COMMAND;                                                        \
1052            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1053        }                                                                        \
1054    }
1055
1056#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1057
1058void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1059    if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw
1060
1061    if (layer->getConvexMask()) {
1062        save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
1063
1064        // clip to the area of the layer the mask can be larger
1065        clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op);
1066
1067        SkPaint paint;
1068        paint.setAntiAlias(true);
1069        paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0));
1070
1071        SkiaShader* oldShader = mDrawModifiers.mShader;
1072
1073        // create LayerShader to map SaveLayer content into subsequent draw
1074        SkMatrix shaderMatrix;
1075        shaderMatrix.setTranslate(rect.left, rect.bottom);
1076        shaderMatrix.preScale(1, -1);
1077        SkiaLayerShader layerShader(layer, &shaderMatrix);
1078        mDrawModifiers.mShader = &layerShader;
1079
1080        // Since the drawing primitive is defined in local drawing space,
1081        // we don't need to modify the draw matrix
1082        const SkPath* maskPath = layer->getConvexMask();
1083        DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint));
1084
1085        mDrawModifiers.mShader = oldShader;
1086        restore();
1087
1088        return;
1089    }
1090
1091    if (layer->region.isRect()) {
1092        layer->setRegionAsRect();
1093
1094        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1095
1096        layer->region.clear();
1097        return;
1098    }
1099
1100    // standard Region based draw
1101    size_t count;
1102    const android::Rect* rects;
1103    Region safeRegion;
1104    if (CC_LIKELY(hasRectToRectTransform())) {
1105        rects = layer->region.getArray(&count);
1106    } else {
1107        safeRegion = Region::createTJunctionFreeRegion(layer->region);
1108        rects = safeRegion.getArray(&count);
1109    }
1110
1111    const float alpha = getLayerAlpha(layer);
1112    const float texX = 1.0f / float(layer->getWidth());
1113    const float texY = 1.0f / float(layer->getHeight());
1114    const float height = rect.getHeight();
1115
1116    setupDraw();
1117
1118    // We must get (and therefore bind) the region mesh buffer
1119    // after we setup drawing in case we need to mess with the
1120    // stencil buffer in setupDraw()
1121    TextureVertex* mesh = mCaches.getRegionMesh();
1122    uint32_t numQuads = 0;
1123
1124    setupDrawWithTexture();
1125    setupDrawColor(alpha, alpha, alpha, alpha);
1126    setupDrawColorFilter(layer->getColorFilter());
1127    setupDrawBlending(layer);
1128    setupDrawProgram();
1129    setupDrawDirtyRegionsDisabled();
1130    setupDrawPureColorUniforms();
1131    setupDrawColorFilterUniforms(layer->getColorFilter());
1132    setupDrawTexture(layer->getTexture());
1133    if (currentTransform()->isPureTranslate()) {
1134        const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f);
1135        const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f);
1136
1137        layer->setFilter(GL_NEAREST);
1138        setupDrawModelView(kModelViewMode_Translate, false,
1139                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1140    } else {
1141        layer->setFilter(GL_LINEAR);
1142        setupDrawModelView(kModelViewMode_Translate, false,
1143                rect.left, rect.top, rect.right, rect.bottom);
1144    }
1145    setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1146
1147    for (size_t i = 0; i < count; i++) {
1148        const android::Rect* r = &rects[i];
1149
1150        const float u1 = r->left * texX;
1151        const float v1 = (height - r->top) * texY;
1152        const float u2 = r->right * texX;
1153        const float v2 = (height - r->bottom) * texY;
1154
1155        // TODO: Reject quads outside of the clip
1156        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1157        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1158        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1159        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1160
1161        numQuads++;
1162
1163        if (numQuads >= gMaxNumberOfQuads) {
1164            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1165                            GL_UNSIGNED_SHORT, NULL));
1166            numQuads = 0;
1167            mesh = mCaches.getRegionMesh();
1168        }
1169    }
1170
1171    if (numQuads > 0) {
1172        DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1173                        GL_UNSIGNED_SHORT, NULL));
1174    }
1175
1176#if DEBUG_LAYERS_AS_REGIONS
1177    drawRegionRectsDebug(layer->region);
1178#endif
1179
1180    layer->region.clear();
1181}
1182
1183#if DEBUG_LAYERS_AS_REGIONS
1184void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1185    size_t count;
1186    const android::Rect* rects = region.getArray(&count);
1187
1188    uint32_t colors[] = {
1189            0x7fff0000, 0x7f00ff00,
1190            0x7f0000ff, 0x7fff00ff,
1191    };
1192
1193    int offset = 0;
1194    int32_t top = rects[0].top;
1195
1196    for (size_t i = 0; i < count; i++) {
1197        if (top != rects[i].top) {
1198            offset ^= 0x2;
1199            top = rects[i].top;
1200        }
1201
1202        SkPaint paint;
1203        paint.setColor(colors[offset + (i & 0x1)]);
1204        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1205        drawColorRect(r.left, r.top, r.right, r.bottom, paint);
1206    }
1207}
1208#endif
1209
1210void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) {
1211    Vector<float> rects;
1212
1213    SkRegion::Iterator it(region);
1214    while (!it.done()) {
1215        const SkIRect& r = it.rect();
1216        rects.push(r.fLeft);
1217        rects.push(r.fTop);
1218        rects.push(r.fRight);
1219        rects.push(r.fBottom);
1220        it.next();
1221    }
1222
1223    drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false);
1224}
1225
1226void OpenGLRenderer::dirtyLayer(const float left, const float top,
1227        const float right, const float bottom, const mat4 transform) {
1228    if (hasLayer()) {
1229        Rect bounds(left, top, right, bottom);
1230        transform.mapRect(bounds);
1231        dirtyLayerUnchecked(bounds, getRegion());
1232    }
1233}
1234
1235void OpenGLRenderer::dirtyLayer(const float left, const float top,
1236        const float right, const float bottom) {
1237    if (hasLayer()) {
1238        Rect bounds(left, top, right, bottom);
1239        dirtyLayerUnchecked(bounds, getRegion());
1240    }
1241}
1242
1243void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1244    if (bounds.intersect(*currentClipRect())) {
1245        bounds.snapToPixelBoundaries();
1246        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1247        if (!dirty.isEmpty()) {
1248            region->orSelf(dirty);
1249        }
1250    }
1251}
1252
1253void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1254    GLsizei elementsCount = quadsCount * 6;
1255    while (elementsCount > 0) {
1256        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1257
1258        setupDrawIndexedVertices(&mesh[0].x);
1259        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1260
1261        elementsCount -= drawCount;
1262        // Though there are 4 vertices in a quad, we use 6 indices per
1263        // quad to draw with GL_TRIANGLES
1264        mesh += (drawCount / 6) * 4;
1265    }
1266}
1267
1268void OpenGLRenderer::clearLayerRegions() {
1269    const size_t count = mLayers.size();
1270    if (count == 0) return;
1271
1272    if (!currentSnapshot()->isIgnored()) {
1273        // Doing several glScissor/glClear here can negatively impact
1274        // GPUs with a tiler architecture, instead we draw quads with
1275        // the Clear blending mode
1276
1277        // The list contains bounds that have already been clipped
1278        // against their initial clip rect, and the current clip
1279        // is likely different so we need to disable clipping here
1280        bool scissorChanged = mCaches.disableScissor();
1281
1282        Vertex mesh[count * 4];
1283        Vertex* vertex = mesh;
1284
1285        for (uint32_t i = 0; i < count; i++) {
1286            Rect* bounds = mLayers.itemAt(i);
1287
1288            Vertex::set(vertex++, bounds->left, bounds->top);
1289            Vertex::set(vertex++, bounds->right, bounds->top);
1290            Vertex::set(vertex++, bounds->left, bounds->bottom);
1291            Vertex::set(vertex++, bounds->right, bounds->bottom);
1292
1293            delete bounds;
1294        }
1295        // We must clear the list of dirty rects before we
1296        // call setupDraw() to prevent stencil setup to do
1297        // the same thing again
1298        mLayers.clear();
1299
1300        SkPaint clearPaint;
1301        clearPaint.setXfermodeMode(SkXfermode::kClear_Mode);
1302
1303        setupDraw(false);
1304        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1305        setupDrawBlending(&clearPaint, true);
1306        setupDrawProgram();
1307        setupDrawPureColorUniforms();
1308        setupDrawModelView(kModelViewMode_Translate, false,
1309                0.0f, 0.0f, 0.0f, 0.0f, true);
1310
1311        issueIndexedQuadDraw(&mesh[0], count);
1312
1313        if (scissorChanged) mCaches.enableScissor();
1314    } else {
1315        for (uint32_t i = 0; i < count; i++) {
1316            delete mLayers.itemAt(i);
1317        }
1318        mLayers.clear();
1319    }
1320}
1321
1322///////////////////////////////////////////////////////////////////////////////
1323// State Deferral
1324///////////////////////////////////////////////////////////////////////////////
1325
1326bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1327    const Rect* currentClip = currentClipRect();
1328    const mat4* currentMatrix = currentTransform();
1329
1330    if (stateDeferFlags & kStateDeferFlag_Draw) {
1331        // state has bounds initialized in local coordinates
1332        if (!state.mBounds.isEmpty()) {
1333            currentMatrix->mapRect(state.mBounds);
1334            Rect clippedBounds(state.mBounds);
1335            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1336            // is used, it should more closely duplicate the quickReject logic (in how it uses
1337            // snapToPixelBoundaries)
1338
1339            if(!clippedBounds.intersect(*currentClip)) {
1340                // quick rejected
1341                return true;
1342            }
1343
1344            state.mClipSideFlags = kClipSide_None;
1345            if (!currentClip->contains(state.mBounds)) {
1346                int& flags = state.mClipSideFlags;
1347                // op partially clipped, so record which sides are clipped for clip-aware merging
1348                if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left;
1349                if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top;
1350                if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right;
1351                if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1352            }
1353            state.mBounds.set(clippedBounds);
1354        } else {
1355            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1356            // overdraw avoidance (since we don't know what it overlaps)
1357            state.mClipSideFlags = kClipSide_ConservativeFull;
1358            state.mBounds.set(*currentClip);
1359        }
1360    }
1361
1362    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1363    if (state.mClipValid) {
1364        state.mClip.set(*currentClip);
1365    }
1366
1367    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1368    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1369    state.mMatrix.load(*currentMatrix);
1370    state.mDrawModifiers = mDrawModifiers;
1371    state.mAlpha = currentSnapshot()->alpha;
1372    return false;
1373}
1374
1375void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1376    setMatrix(state.mMatrix);
1377    mSnapshot->alpha = state.mAlpha;
1378    mDrawModifiers = state.mDrawModifiers;
1379
1380    if (state.mClipValid && !skipClipRestore) {
1381        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1382                state.mClip.right, state.mClip.bottom);
1383        dirtyClip();
1384    }
1385}
1386
1387/**
1388 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1389 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1390 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1391 *
1392 * This method should be called when restoreDisplayState() won't be restoring the clip
1393 */
1394void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1395    if (clipRect != NULL) {
1396        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1397    } else {
1398        mSnapshot->setClip(0, 0, getWidth(), getHeight());
1399    }
1400    dirtyClip();
1401    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1402}
1403
1404///////////////////////////////////////////////////////////////////////////////
1405// Clipping
1406///////////////////////////////////////////////////////////////////////////////
1407
1408void OpenGLRenderer::setScissorFromClip() {
1409    Rect clip(*currentClipRect());
1410    clip.snapToPixelBoundaries();
1411
1412    if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom,
1413            clip.getWidth(), clip.getHeight())) {
1414        mDirtyClip = false;
1415    }
1416}
1417
1418void OpenGLRenderer::ensureStencilBuffer() {
1419    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1420    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1421    // just hope we have one when hasLayer() returns false.
1422    if (hasLayer()) {
1423        attachStencilBufferToLayer(currentSnapshot()->layer);
1424    }
1425}
1426
1427void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1428    // The layer's FBO is already bound when we reach this stage
1429    if (!layer->getStencilRenderBuffer()) {
1430        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1431        // is attached after we initiated tiling. We must turn it off,
1432        // attach the new render buffer then turn tiling back on
1433        endTiling();
1434
1435        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1436                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1437        layer->setStencilRenderBuffer(buffer);
1438
1439        startTiling(layer->clipRect, layer->layer.getHeight());
1440    }
1441}
1442
1443void OpenGLRenderer::setStencilFromClip() {
1444    if (!mCaches.debugOverdraw) {
1445        if (!currentSnapshot()->clipRegion->isEmpty()) {
1446            // NOTE: The order here is important, we must set dirtyClip to false
1447            //       before any draw call to avoid calling back into this method
1448            mDirtyClip = false;
1449
1450            ensureStencilBuffer();
1451
1452            mCaches.stencil.enableWrite();
1453
1454            // Clear the stencil but first make sure we restrict drawing
1455            // to the region's bounds
1456            bool resetScissor = mCaches.enableScissor();
1457            if (resetScissor) {
1458                // The scissor was not set so we now need to update it
1459                setScissorFromClip();
1460            }
1461            mCaches.stencil.clear();
1462            if (resetScissor) mCaches.disableScissor();
1463
1464            SkPaint paint;
1465            paint.setColor(0xff000000);
1466            paint.setXfermodeMode(SkXfermode::kSrc_Mode);
1467
1468            // NOTE: We could use the region contour path to generate a smaller mesh
1469            //       Since we are using the stencil we could use the red book path
1470            //       drawing technique. It might increase bandwidth usage though.
1471
1472            // The last parameter is important: we are not drawing in the color buffer
1473            // so we don't want to dirty the current layer, if any
1474            drawRegionRects(*(currentSnapshot()->clipRegion), paint, false);
1475
1476            mCaches.stencil.enableTest();
1477
1478            // Draw the region used to generate the stencil if the appropriate debug
1479            // mode is enabled
1480            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1481                paint.setColor(0x7f0000ff);
1482                paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
1483                drawRegionRects(*(currentSnapshot()->clipRegion), paint);
1484            }
1485        } else {
1486            mCaches.stencil.disable();
1487        }
1488    }
1489}
1490
1491/**
1492 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1493 *
1494 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1495 *         style, and tessellated AA ramp
1496 */
1497bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1498        const SkPaint* paint) {
1499    bool clipRequired = false;
1500    bool snapOut = paint && paint->isAntiAlias();
1501
1502    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1503        float outset = paint->getStrokeWidth() * 0.5f;
1504        left -= outset;
1505        top -= outset;
1506        right += outset;
1507        bottom += outset;
1508    }
1509
1510    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1511        return true;
1512    }
1513
1514    if (!isRecording()) {
1515        // not quick rejected, so enable the scissor if clipRequired
1516        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1517    }
1518    return false;
1519}
1520
1521void OpenGLRenderer::debugClip() {
1522#if DEBUG_CLIP_REGIONS
1523    if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) {
1524        SkPaint paint;
1525        paint.setColor(0x7f00ff00);
1526        drawRegionRects(*(currentSnapshot()->clipRegion, paint);
1527
1528    }
1529#endif
1530}
1531
1532///////////////////////////////////////////////////////////////////////////////
1533// Drawing commands
1534///////////////////////////////////////////////////////////////////////////////
1535
1536void OpenGLRenderer::setupDraw(bool clear) {
1537    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1538    //       changes the scissor test state
1539    if (clear) clearLayerRegions();
1540    // Make sure setScissor & setStencil happen at the beginning of
1541    // this method
1542    if (mDirtyClip) {
1543        if (mCaches.scissorEnabled) {
1544            setScissorFromClip();
1545        }
1546        setStencilFromClip();
1547    }
1548
1549    mDescription.reset();
1550
1551    mSetShaderColor = false;
1552    mColorSet = false;
1553    mColorA = mColorR = mColorG = mColorB = 0.0f;
1554    mTextureUnit = 0;
1555    mTrackDirtyRegions = true;
1556
1557    // Enable debug highlight when what we're about to draw is tested against
1558    // the stencil buffer and if stencil highlight debugging is on
1559    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1560            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1561            mCaches.stencil.isTestEnabled();
1562
1563    mDescription.emulateStencil = mCountOverdraw;
1564}
1565
1566void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1567    mDescription.hasTexture = true;
1568    mDescription.hasAlpha8Texture = isAlpha8;
1569}
1570
1571void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1572    mDescription.hasTexture = true;
1573    mDescription.hasColors = true;
1574    mDescription.hasAlpha8Texture = isAlpha8;
1575}
1576
1577void OpenGLRenderer::setupDrawWithExternalTexture() {
1578    mDescription.hasExternalTexture = true;
1579}
1580
1581void OpenGLRenderer::setupDrawNoTexture() {
1582    mCaches.disableTexCoordsVertexArray();
1583}
1584
1585void OpenGLRenderer::setupDrawAA() {
1586    mDescription.isAA = true;
1587}
1588
1589void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1590    mColorA = alpha / 255.0f;
1591    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1592    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1593    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1594    mColorSet = true;
1595    mSetShaderColor = mDescription.setColorModulate(mColorA);
1596}
1597
1598void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1599    mColorA = alpha / 255.0f;
1600    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1601    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1602    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1603    mColorSet = true;
1604    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1605}
1606
1607void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1608    mCaches.fontRenderer->describe(mDescription, paint);
1609}
1610
1611void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1612    mColorA = a;
1613    mColorR = r;
1614    mColorG = g;
1615    mColorB = b;
1616    mColorSet = true;
1617    mSetShaderColor = mDescription.setColorModulate(a);
1618}
1619
1620void OpenGLRenderer::setupDrawShader() {
1621    if (mDrawModifiers.mShader) {
1622        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1623    }
1624}
1625
1626void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) {
1627    if (filter == NULL) {
1628        return;
1629    }
1630
1631    SkXfermode::Mode mode;
1632    if (filter->asColorMode(NULL, &mode)) {
1633        mDescription.colorOp = ProgramDescription::kColorBlend;
1634        mDescription.colorMode = mode;
1635    } else if (filter->asColorMatrix(NULL)) {
1636        mDescription.colorOp = ProgramDescription::kColorMatrix;
1637    }
1638}
1639
1640void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1641    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1642        mColorA = 1.0f;
1643        mColorR = mColorG = mColorB = 0.0f;
1644        mSetShaderColor = mDescription.modulate = true;
1645    }
1646}
1647
1648void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) {
1649    SkXfermode::Mode mode = layer->getMode();
1650    // When the blending mode is kClear_Mode, we need to use a modulate color
1651    // argb=1,0,0,0
1652    accountForClear(mode);
1653    bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f ||
1654            (mColorSet && mColorA < 1.0f) ||
1655            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1656            layer->getColorFilter();
1657    chooseBlending(blend, mode, mDescription, swapSrcDst);
1658}
1659
1660void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) {
1661    SkXfermode::Mode mode = getXfermodeDirect(paint);
1662    // When the blending mode is kClear_Mode, we need to use a modulate color
1663    // argb=1,0,0,0
1664    accountForClear(mode);
1665    blend |= (mColorSet && mColorA < 1.0f) ||
1666            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1667            (paint && paint->getColorFilter());
1668    chooseBlending(blend, mode, mDescription, swapSrcDst);
1669}
1670
1671void OpenGLRenderer::setupDrawProgram() {
1672    useProgram(mCaches.programCache.get(mDescription));
1673}
1674
1675void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1676    mTrackDirtyRegions = false;
1677}
1678
1679void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1680        float left, float top, float right, float bottom, bool ignoreTransform) {
1681    mModelViewMatrix.loadTranslate(left, top, 0.0f);
1682    if (mode == kModelViewMode_TranslateAndScale) {
1683        mModelViewMatrix.scale(right - left, bottom - top, 1.0f);
1684    }
1685
1686    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1687    const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform();
1688    mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset);
1689    if (dirty && mTrackDirtyRegions) {
1690        if (!ignoreTransform) {
1691            dirtyLayer(left, top, right, bottom, *currentTransform());
1692        } else {
1693            dirtyLayer(left, top, right, bottom);
1694        }
1695    }
1696}
1697
1698void OpenGLRenderer::setupDrawColorUniforms() {
1699    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1700        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1701    }
1702}
1703
1704void OpenGLRenderer::setupDrawPureColorUniforms() {
1705    if (mSetShaderColor) {
1706        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1707    }
1708}
1709
1710void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1711    if (mDrawModifiers.mShader) {
1712        if (ignoreTransform) {
1713            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1714            // because it was built into modelView / the geometry, and the SkiaShader needs to
1715            // compensate.
1716            mat4 modelViewWithoutTransform;
1717            modelViewWithoutTransform.loadInverse(*currentTransform());
1718            modelViewWithoutTransform.multiply(mModelViewMatrix);
1719            mModelViewMatrix.load(modelViewWithoutTransform);
1720        }
1721        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1722                mModelViewMatrix, *mSnapshot, &mTextureUnit);
1723    }
1724}
1725
1726void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) {
1727    if (NULL == filter) {
1728        return;
1729    }
1730
1731    SkColor color;
1732    SkXfermode::Mode mode;
1733    if (filter->asColorMode(&color, &mode)) {
1734        const int alpha = SkColorGetA(color);
1735        const GLfloat a = alpha / 255.0f;
1736        const GLfloat r = a * SkColorGetR(color) / 255.0f;
1737        const GLfloat g = a * SkColorGetG(color) / 255.0f;
1738        const GLfloat b = a * SkColorGetB(color) / 255.0f;
1739        glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a);
1740        return;
1741    }
1742
1743    SkScalar srcColorMatrix[20];
1744    if (filter->asColorMatrix(srcColorMatrix)) {
1745
1746        float colorMatrix[16];
1747        memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float));
1748        memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float));
1749        memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float));
1750        memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float));
1751
1752        // Skia uses the range [0..255] for the addition vector, but we need
1753        // the [0..1] range to apply the vector in GLSL
1754        float colorVector[4];
1755        colorVector[0] = srcColorMatrix[4] / 255.0f;
1756        colorVector[1] = srcColorMatrix[9] / 255.0f;
1757        colorVector[2] = srcColorMatrix[14] / 255.0f;
1758        colorVector[3] = srcColorMatrix[19] / 255.0f;
1759
1760        glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1,
1761                GL_FALSE, colorMatrix);
1762        glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector);
1763        return;
1764    }
1765
1766    // it is an error if we ever get here
1767}
1768
1769void OpenGLRenderer::setupDrawTextGammaUniforms() {
1770    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1771}
1772
1773void OpenGLRenderer::setupDrawSimpleMesh() {
1774    bool force = mCaches.bindMeshBuffer();
1775    mCaches.bindPositionVertexPointer(force, 0);
1776    mCaches.unbindIndicesBuffer();
1777}
1778
1779void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1780    if (texture) bindTexture(texture);
1781    mTextureUnit++;
1782    mCaches.enableTexCoordsVertexArray();
1783}
1784
1785void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1786    bindExternalTexture(texture);
1787    mTextureUnit++;
1788    mCaches.enableTexCoordsVertexArray();
1789}
1790
1791void OpenGLRenderer::setupDrawTextureTransform() {
1792    mDescription.hasTextureTransform = true;
1793}
1794
1795void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1796    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1797            GL_FALSE, &transform.data[0]);
1798}
1799
1800void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1801        const GLvoid* texCoords, GLuint vbo) {
1802    bool force = false;
1803    if (!vertices || vbo) {
1804        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1805    } else {
1806        force = mCaches.unbindMeshBuffer();
1807    }
1808
1809    mCaches.bindPositionVertexPointer(force, vertices);
1810    if (mCaches.currentProgram->texCoords >= 0) {
1811        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1812    }
1813
1814    mCaches.unbindIndicesBuffer();
1815}
1816
1817void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
1818        const GLvoid* texCoords, const GLvoid* colors) {
1819    bool force = mCaches.unbindMeshBuffer();
1820    GLsizei stride = sizeof(ColorTextureVertex);
1821
1822    mCaches.bindPositionVertexPointer(force, vertices, stride);
1823    if (mCaches.currentProgram->texCoords >= 0) {
1824        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
1825    }
1826    int slot = mCaches.currentProgram->getAttrib("colors");
1827    if (slot >= 0) {
1828        glEnableVertexAttribArray(slot);
1829        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
1830    }
1831
1832    mCaches.unbindIndicesBuffer();
1833}
1834
1835void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
1836        const GLvoid* texCoords, GLuint vbo) {
1837    bool force = false;
1838    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
1839    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
1840    // use the default VBO found in Caches
1841    if (!vertices || vbo) {
1842        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1843    } else {
1844        force = mCaches.unbindMeshBuffer();
1845    }
1846    mCaches.bindQuadIndicesBuffer();
1847
1848    mCaches.bindPositionVertexPointer(force, vertices);
1849    if (mCaches.currentProgram->texCoords >= 0) {
1850        mCaches.bindTexCoordsVertexPointer(force, texCoords);
1851    }
1852}
1853
1854void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
1855    bool force = mCaches.unbindMeshBuffer();
1856    mCaches.bindQuadIndicesBuffer();
1857    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
1858}
1859
1860///////////////////////////////////////////////////////////////////////////////
1861// Drawing
1862///////////////////////////////////////////////////////////////////////////////
1863
1864status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty,
1865        int32_t replayFlags) {
1866    status_t status;
1867    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1868    // will be performed by the display list itself
1869    if (displayList && displayList->isRenderable()) {
1870        // compute 3d ordering
1871        displayList->computeOrdering();
1872        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
1873            status = startFrame();
1874            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
1875            displayList->replayNodeTree(replayStruct);
1876            return status | replayStruct.mDrawGlStatus;
1877        }
1878
1879        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
1880        DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw);
1881        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
1882        displayList->deferNodeTree(deferStruct);
1883
1884        flushLayers();
1885        status = startFrame();
1886
1887        return deferredList.flush(*this, dirty) | status;
1888    }
1889
1890    return DrawGlInfo::kStatusDone;
1891}
1892
1893void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) {
1894    int color = paint != NULL ? paint->getColor() : 0;
1895
1896    float x = left;
1897    float y = top;
1898
1899    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1900
1901    bool ignoreTransform = false;
1902    if (currentTransform()->isPureTranslate()) {
1903        x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
1904        y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
1905        ignoreTransform = true;
1906
1907        texture->setFilter(GL_NEAREST, true);
1908    } else {
1909        texture->setFilter(getFilter(paint), true);
1910    }
1911
1912    // No need to check for a UV mapper on the texture object, only ARGB_8888
1913    // bitmaps get packed in the atlas
1914    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
1915            paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
1916            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
1917}
1918
1919/**
1920 * Important note: this method is intended to draw batches of bitmaps and
1921 * will not set the scissor enable or dirty the current layer, if any.
1922 * The caller is responsible for properly dirtying the current layer.
1923 */
1924status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
1925        int bitmapCount, TextureVertex* vertices, bool pureTranslate,
1926        const Rect& bounds, const SkPaint* paint) {
1927    mCaches.activeTexture(0);
1928    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
1929    if (!texture) return DrawGlInfo::kStatusDone;
1930
1931    const AutoTexture autoCleanup(texture);
1932
1933    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1934    texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true);
1935
1936    const float x = (int) floorf(bounds.left + 0.5f);
1937    const float y = (int) floorf(bounds.top + 0.5f);
1938    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1939        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1940                texture->id, paint, &vertices[0].x, &vertices[0].u,
1941                GL_TRIANGLES, bitmapCount * 6, true,
1942                kModelViewMode_Translate, false);
1943    } else {
1944        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
1945                texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u,
1946                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
1947                kModelViewMode_Translate, false);
1948    }
1949
1950    return DrawGlInfo::kStatusDrew;
1951}
1952
1953status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
1954        const SkPaint* paint) {
1955    const float right = left + bitmap->width();
1956    const float bottom = top + bitmap->height();
1957
1958    if (quickRejectSetupScissor(left, top, right, bottom)) {
1959        return DrawGlInfo::kStatusDone;
1960    }
1961
1962    mCaches.activeTexture(0);
1963    Texture* texture = getTexture(bitmap);
1964    if (!texture) return DrawGlInfo::kStatusDone;
1965    const AutoTexture autoCleanup(texture);
1966
1967    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1968        drawAlphaBitmap(texture, left, top, paint);
1969    } else {
1970        drawTextureRect(left, top, right, bottom, texture, paint);
1971    }
1972
1973    return DrawGlInfo::kStatusDrew;
1974}
1975
1976status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
1977        const SkPaint* paint) {
1978    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1979    const mat4 transform(*matrix);
1980    transform.mapRect(r);
1981
1982    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
1983        return DrawGlInfo::kStatusDone;
1984    }
1985
1986    mCaches.activeTexture(0);
1987    Texture* texture = getTexture(bitmap);
1988    if (!texture) return DrawGlInfo::kStatusDone;
1989    const AutoTexture autoCleanup(texture);
1990
1991    // This could be done in a cheaper way, all we need is pass the matrix
1992    // to the vertex shader. The save/restore is a bit overkill.
1993    save(SkCanvas::kMatrix_SaveFlag);
1994    concatMatrix(matrix);
1995    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
1996        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
1997    } else {
1998        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1999    }
2000    restore();
2001
2002    return DrawGlInfo::kStatusDrew;
2003}
2004
2005status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
2006        const SkPaint* paint) {
2007    const float right = left + bitmap->width();
2008    const float bottom = top + bitmap->height();
2009
2010    if (quickRejectSetupScissor(left, top, right, bottom)) {
2011        return DrawGlInfo::kStatusDone;
2012    }
2013
2014    mCaches.activeTexture(0);
2015    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2016    const AutoTexture autoCleanup(texture);
2017
2018    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2019        drawAlphaBitmap(texture, left, top, paint);
2020    } else {
2021        drawTextureRect(left, top, right, bottom, texture, paint);
2022    }
2023
2024    return DrawGlInfo::kStatusDrew;
2025}
2026
2027status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
2028        const float* vertices, const int* colors, const SkPaint* paint) {
2029    if (!vertices || currentSnapshot()->isIgnored()) {
2030        return DrawGlInfo::kStatusDone;
2031    }
2032
2033    // TODO: use quickReject on bounds from vertices
2034    mCaches.enableScissor();
2035
2036    float left = FLT_MAX;
2037    float top = FLT_MAX;
2038    float right = FLT_MIN;
2039    float bottom = FLT_MIN;
2040
2041    const uint32_t count = meshWidth * meshHeight * 6;
2042
2043    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
2044    mesh.setCapacity(count);
2045    ColorTextureVertex* vertex = mesh.editArray();
2046
2047    bool cleanupColors = false;
2048    if (!colors) {
2049        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2050        int* newColors = new int[colorsCount];
2051        memset(newColors, 0xff, colorsCount * sizeof(int));
2052        colors = newColors;
2053        cleanupColors = true;
2054    }
2055
2056    mCaches.activeTexture(0);
2057    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2058    const UvMapper& mapper(getMapper(texture));
2059
2060    for (int32_t y = 0; y < meshHeight; y++) {
2061        for (int32_t x = 0; x < meshWidth; x++) {
2062            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2063
2064            float u1 = float(x) / meshWidth;
2065            float u2 = float(x + 1) / meshWidth;
2066            float v1 = float(y) / meshHeight;
2067            float v2 = float(y + 1) / meshHeight;
2068
2069            mapper.map(u1, v1, u2, v2);
2070
2071            int ax = i + (meshWidth + 1) * 2;
2072            int ay = ax + 1;
2073            int bx = i;
2074            int by = bx + 1;
2075            int cx = i + 2;
2076            int cy = cx + 1;
2077            int dx = i + (meshWidth + 1) * 2 + 2;
2078            int dy = dx + 1;
2079
2080            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2081            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2082            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2083
2084            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2085            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2086            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2087
2088            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2089            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2090            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2091            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2092        }
2093    }
2094
2095    if (quickRejectSetupScissor(left, top, right, bottom)) {
2096        if (cleanupColors) delete[] colors;
2097        return DrawGlInfo::kStatusDone;
2098    }
2099
2100    if (!texture) {
2101        texture = mCaches.textureCache.get(bitmap);
2102        if (!texture) {
2103            if (cleanupColors) delete[] colors;
2104            return DrawGlInfo::kStatusDone;
2105        }
2106    }
2107    const AutoTexture autoCleanup(texture);
2108
2109    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2110    texture->setFilter(getFilter(paint), true);
2111
2112    int alpha;
2113    SkXfermode::Mode mode;
2114    getAlphaAndMode(paint, &alpha, &mode);
2115
2116    float a = alpha / 255.0f;
2117
2118    if (hasLayer()) {
2119        dirtyLayer(left, top, right, bottom, *currentTransform());
2120    }
2121
2122    setupDraw();
2123    setupDrawWithTextureAndColor();
2124    setupDrawColor(a, a, a, a);
2125    setupDrawColorFilter(getColorFilter(paint));
2126    setupDrawBlending(paint, true);
2127    setupDrawProgram();
2128    setupDrawDirtyRegionsDisabled();
2129    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2130    setupDrawTexture(texture->id);
2131    setupDrawPureColorUniforms();
2132    setupDrawColorFilterUniforms(getColorFilter(paint));
2133    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2134
2135    glDrawArrays(GL_TRIANGLES, 0, count);
2136
2137    int slot = mCaches.currentProgram->getAttrib("colors");
2138    if (slot >= 0) {
2139        glDisableVertexAttribArray(slot);
2140    }
2141
2142    if (cleanupColors) delete[] colors;
2143
2144    return DrawGlInfo::kStatusDrew;
2145}
2146
2147status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap,
2148         float srcLeft, float srcTop, float srcRight, float srcBottom,
2149         float dstLeft, float dstTop, float dstRight, float dstBottom,
2150         const SkPaint* paint) {
2151    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2152        return DrawGlInfo::kStatusDone;
2153    }
2154
2155    mCaches.activeTexture(0);
2156    Texture* texture = getTexture(bitmap);
2157    if (!texture) return DrawGlInfo::kStatusDone;
2158    const AutoTexture autoCleanup(texture);
2159
2160    const float width = texture->width;
2161    const float height = texture->height;
2162
2163    float u1 = fmax(0.0f, srcLeft / width);
2164    float v1 = fmax(0.0f, srcTop / height);
2165    float u2 = fmin(1.0f, srcRight / width);
2166    float v2 = fmin(1.0f, srcBottom / height);
2167
2168    getMapper(texture).map(u1, v1, u2, v2);
2169
2170    mCaches.unbindMeshBuffer();
2171    resetDrawTextureTexCoords(u1, v1, u2, v2);
2172
2173    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2174
2175    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2176    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2177
2178    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2179    // Apply a scale transform on the canvas only when a shader is in use
2180    // Skia handles the ratio between the dst and src rects as a scale factor
2181    // when a shader is set
2182    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2183    bool ignoreTransform = false;
2184
2185    if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) {
2186        float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f);
2187        float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f);
2188
2189        dstRight = x + (dstRight - dstLeft);
2190        dstBottom = y + (dstBottom - dstTop);
2191
2192        dstLeft = x;
2193        dstTop = y;
2194
2195        texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true);
2196        ignoreTransform = true;
2197    } else {
2198        texture->setFilter(getFilter(paint), true);
2199    }
2200
2201    if (CC_UNLIKELY(useScaleTransform)) {
2202        save(SkCanvas::kMatrix_SaveFlag);
2203        translate(dstLeft, dstTop);
2204        scale(scaleX, scaleY);
2205
2206        dstLeft = 0.0f;
2207        dstTop = 0.0f;
2208
2209        dstRight = srcRight - srcLeft;
2210        dstBottom = srcBottom - srcTop;
2211    }
2212
2213    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2214        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2215                texture->id, paint,
2216                &mMeshVertices[0].x, &mMeshVertices[0].u,
2217                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2218    } else {
2219        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2220                texture->id, paint, texture->blend,
2221                &mMeshVertices[0].x, &mMeshVertices[0].u,
2222                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2223    }
2224
2225    if (CC_UNLIKELY(useScaleTransform)) {
2226        restore();
2227    }
2228
2229    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2230
2231    return DrawGlInfo::kStatusDrew;
2232}
2233
2234status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
2235        float left, float top, float right, float bottom, const SkPaint* paint) {
2236    if (quickRejectSetupScissor(left, top, right, bottom)) {
2237        return DrawGlInfo::kStatusDone;
2238    }
2239
2240    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2241    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2242            right - left, bottom - top, patch);
2243
2244    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2245}
2246
2247status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
2248        AssetAtlas::Entry* entry, float left, float top, float right, float bottom,
2249        const SkPaint* paint) {
2250    if (quickRejectSetupScissor(left, top, right, bottom)) {
2251        return DrawGlInfo::kStatusDone;
2252    }
2253
2254    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2255        mCaches.activeTexture(0);
2256        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2257        if (!texture) return DrawGlInfo::kStatusDone;
2258        const AutoTexture autoCleanup(texture);
2259
2260        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2261        texture->setFilter(GL_LINEAR, true);
2262
2263        const bool pureTranslate = currentTransform()->isPureTranslate();
2264        // Mark the current layer dirty where we are going to draw the patch
2265        if (hasLayer() && mesh->hasEmptyQuads) {
2266            const float offsetX = left + currentTransform()->getTranslateX();
2267            const float offsetY = top + currentTransform()->getTranslateY();
2268            const size_t count = mesh->quads.size();
2269            for (size_t i = 0; i < count; i++) {
2270                const Rect& bounds = mesh->quads.itemAt(i);
2271                if (CC_LIKELY(pureTranslate)) {
2272                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2273                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2274                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2275                } else {
2276                    dirtyLayer(left + bounds.left, top + bounds.top,
2277                            left + bounds.right, top + bounds.bottom, *currentTransform());
2278                }
2279            }
2280        }
2281
2282        bool ignoreTransform = false;
2283        if (CC_LIKELY(pureTranslate)) {
2284            const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
2285            const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
2286
2287            right = x + right - left;
2288            bottom = y + bottom - top;
2289            left = x;
2290            top = y;
2291            ignoreTransform = true;
2292        }
2293        drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint,
2294                texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2295                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2296                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2297    }
2298
2299    return DrawGlInfo::kStatusDrew;
2300}
2301
2302/**
2303 * Important note: this method is intended to draw batches of 9-patch objects and
2304 * will not set the scissor enable or dirty the current layer, if any.
2305 * The caller is responsible for properly dirtying the current layer.
2306 */
2307status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
2308        TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) {
2309    mCaches.activeTexture(0);
2310    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2311    if (!texture) return DrawGlInfo::kStatusDone;
2312    const AutoTexture autoCleanup(texture);
2313
2314    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2315    texture->setFilter(GL_LINEAR, true);
2316
2317    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint,
2318            texture->blend, &vertices[0].x, &vertices[0].u,
2319            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2320
2321    return DrawGlInfo::kStatusDrew;
2322}
2323
2324status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode,
2325        const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) {
2326    // not missing call to quickReject/dirtyLayer, always done at a higher level
2327    if (!vertexBuffer.getVertexCount()) {
2328        // no vertices to draw
2329        return DrawGlInfo::kStatusDone;
2330    }
2331
2332    int color = paint->getColor();
2333    bool isAA = paint->isAntiAlias();
2334
2335    setupDraw();
2336    setupDrawNoTexture();
2337    if (isAA) setupDrawAA();
2338    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2339    setupDrawColorFilter(getColorFilter(paint));
2340    setupDrawShader();
2341    setupDrawBlending(paint, isAA);
2342    setupDrawProgram();
2343    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2344    setupDrawColorUniforms();
2345    setupDrawColorFilterUniforms(getColorFilter(paint));
2346    setupDrawShaderUniforms();
2347
2348    const void* vertices = vertexBuffer.getBuffer();
2349    bool force = mCaches.unbindMeshBuffer();
2350    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2351    mCaches.resetTexCoordsVertexPointer();
2352
2353
2354    int alphaSlot = -1;
2355    if (isAA) {
2356        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2357        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2358        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2359        glEnableVertexAttribArray(alphaSlot);
2360        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2361    }
2362
2363    if (mode == kVertexBufferMode_Standard) {
2364        mCaches.unbindIndicesBuffer();
2365        glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2366    } else if (mode == kVertexBufferMode_OnePolyRingShadow) {
2367        mCaches.bindShadowIndicesBuffer();
2368        glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2369    } else if (mode == kVertexBufferMode_TwoPolyRingShadow) {
2370        mCaches.bindShadowIndicesBuffer();
2371        glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
2372    }
2373
2374    if (isAA) {
2375        glDisableVertexAttribArray(alphaSlot);
2376    }
2377
2378    return DrawGlInfo::kStatusDrew;
2379}
2380
2381/**
2382 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2383 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2384 * screen space in all directions. However, instead of using a fragment shader to compute the
2385 * translucency of the color from its position, we simply use a varying parameter to define how far
2386 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2387 *
2388 * Doesn't yet support joins, caps, or path effects.
2389 */
2390status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) {
2391    VertexBuffer vertexBuffer;
2392    // TODO: try clipping large paths to viewport
2393    PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer);
2394
2395    if (hasLayer()) {
2396        SkRect bounds = path.getBounds();
2397        PathTessellator::expandBoundsForStroke(bounds, paint);
2398        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2399    }
2400
2401    return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint);
2402}
2403
2404/**
2405 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2406 * and additional geometry for defining an alpha slope perimeter.
2407 *
2408 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2409 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2410 * in-shader alpha region, but found it to be taxing on some GPUs.
2411 *
2412 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2413 * memory transfer by removing need for degenerate vertices.
2414 */
2415status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
2416    if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2417
2418    count &= ~0x3; // round down to nearest four
2419
2420    VertexBuffer buffer;
2421    SkRect bounds;
2422    PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer);
2423
2424    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2425    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2426        return DrawGlInfo::kStatusDone;
2427    }
2428
2429    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2430
2431    bool useOffset = !paint->isAntiAlias();
2432    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2433}
2434
2435status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
2436    if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2437
2438    count &= ~0x1; // round down to nearest two
2439
2440    VertexBuffer buffer;
2441    SkRect bounds;
2442    PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer);
2443
2444    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2445    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2446        return DrawGlInfo::kStatusDone;
2447    }
2448
2449    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform());
2450
2451    bool useOffset = !paint->isAntiAlias();
2452    return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset);
2453}
2454
2455status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2456    // No need to check against the clip, we fill the clip region
2457    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2458
2459    Rect clip(*currentClipRect());
2460    clip.snapToPixelBoundaries();
2461
2462    SkPaint paint;
2463    paint.setColor(color);
2464    paint.setXfermodeMode(mode);
2465
2466    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true);
2467
2468    return DrawGlInfo::kStatusDrew;
2469}
2470
2471status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2472        const SkPaint* paint) {
2473    if (!texture) return DrawGlInfo::kStatusDone;
2474    const AutoTexture autoCleanup(texture);
2475
2476    const float x = left + texture->left - texture->offset;
2477    const float y = top + texture->top - texture->offset;
2478
2479    drawPathTexture(texture, x, y, paint);
2480
2481    return DrawGlInfo::kStatusDrew;
2482}
2483
2484status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2485        float rx, float ry, const SkPaint* p) {
2486    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2487            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2488        return DrawGlInfo::kStatusDone;
2489    }
2490
2491    if (p->getPathEffect() != 0) {
2492        mCaches.activeTexture(0);
2493        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2494                right - left, bottom - top, rx, ry, p);
2495        return drawShape(left, top, texture, p);
2496    }
2497
2498    SkPath path;
2499    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2500    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2501        float outset = p->getStrokeWidth() / 2;
2502        rect.outset(outset, outset);
2503        rx += outset;
2504        ry += outset;
2505    }
2506    path.addRoundRect(rect, rx, ry);
2507    return drawConvexPath(path, p);
2508}
2509
2510status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) {
2511    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2512            x + radius, y + radius, p) ||
2513            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2514        return DrawGlInfo::kStatusDone;
2515    }
2516    if (p->getPathEffect() != 0) {
2517        mCaches.activeTexture(0);
2518        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2519        return drawShape(x - radius, y - radius, texture, p);
2520    }
2521
2522    SkPath path;
2523    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2524        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2525    } else {
2526        path.addCircle(x, y, radius);
2527    }
2528    return drawConvexPath(path, p);
2529}
2530
2531status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2532        const SkPaint* p) {
2533    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2534            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2535        return DrawGlInfo::kStatusDone;
2536    }
2537
2538    if (p->getPathEffect() != 0) {
2539        mCaches.activeTexture(0);
2540        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2541        return drawShape(left, top, texture, p);
2542    }
2543
2544    SkPath path;
2545    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2546    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2547        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2548    }
2549    path.addOval(rect);
2550    return drawConvexPath(path, p);
2551}
2552
2553status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2554        float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) {
2555    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2556            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2557        return DrawGlInfo::kStatusDone;
2558    }
2559
2560    if (fabs(sweepAngle) >= 360.0f) {
2561        return drawOval(left, top, right, bottom, p);
2562    }
2563
2564    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2565    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2566        mCaches.activeTexture(0);
2567        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2568                startAngle, sweepAngle, useCenter, p);
2569        return drawShape(left, top, texture, p);
2570    }
2571
2572    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2573    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2574        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2575    }
2576
2577    SkPath path;
2578    if (useCenter) {
2579        path.moveTo(rect.centerX(), rect.centerY());
2580    }
2581    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2582    if (useCenter) {
2583        path.close();
2584    }
2585    return drawConvexPath(path, p);
2586}
2587
2588// See SkPaintDefaults.h
2589#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2590
2591status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom,
2592        const SkPaint* p) {
2593    if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2594            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2595        return DrawGlInfo::kStatusDone;
2596    }
2597
2598    if (p->getStyle() != SkPaint::kFill_Style) {
2599        // only fill style is supported by drawConvexPath, since others have to handle joins
2600        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2601                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2602            mCaches.activeTexture(0);
2603            const PathTexture* texture =
2604                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2605            return drawShape(left, top, texture, p);
2606        }
2607
2608        SkPath path;
2609        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2610        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2611            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2612        }
2613        path.addRect(rect);
2614        return drawConvexPath(path, p);
2615    }
2616
2617    if (p->isAntiAlias() && !currentTransform()->isSimple()) {
2618        SkPath path;
2619        path.addRect(left, top, right, bottom);
2620        return drawConvexPath(path, p);
2621    } else {
2622        drawColorRect(left, top, right, bottom, p);
2623        return DrawGlInfo::kStatusDrew;
2624    }
2625}
2626
2627void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text,
2628        int bytesCount, int count, const float* positions,
2629        FontRenderer& fontRenderer, int alpha, float x, float y) {
2630    mCaches.activeTexture(0);
2631
2632    TextShadow textShadow;
2633    if (!getTextShadow(paint, &textShadow)) {
2634        LOG_ALWAYS_FATAL("failed to query shadow attributes");
2635    }
2636
2637    // NOTE: The drop shadow will not perform gamma correction
2638    //       if shader-based correction is enabled
2639    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2640    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2641            paint, text, bytesCount, count, textShadow.radius, positions);
2642    // If the drop shadow exceeds the max texture size or couldn't be
2643    // allocated, skip drawing
2644    if (!shadow) return;
2645    const AutoTexture autoCleanup(shadow);
2646
2647    const float sx = x - shadow->left + textShadow.dx;
2648    const float sy = y - shadow->top + textShadow.dy;
2649
2650    const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2651    if (mDrawModifiers.mShader) {
2652        textShadow.color = SK_ColorWHITE;
2653    }
2654
2655    setupDraw();
2656    setupDrawWithTexture(true);
2657    setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2658    setupDrawColorFilter(getColorFilter(paint));
2659    setupDrawShader();
2660    setupDrawBlending(paint, true);
2661    setupDrawProgram();
2662    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2663            sx, sy, sx + shadow->width, sy + shadow->height);
2664    setupDrawTexture(shadow->id);
2665    setupDrawPureColorUniforms();
2666    setupDrawColorFilterUniforms(getColorFilter(paint));
2667    setupDrawShaderUniforms();
2668    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2669
2670    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2671}
2672
2673bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2674    float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2675    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2676}
2677
2678status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2679        const float* positions, const SkPaint* paint) {
2680    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2681        return DrawGlInfo::kStatusDone;
2682    }
2683
2684    // NOTE: Skia does not support perspective transform on drawPosText yet
2685    if (!currentTransform()->isSimple()) {
2686        return DrawGlInfo::kStatusDone;
2687    }
2688
2689    mCaches.enableScissor();
2690
2691    float x = 0.0f;
2692    float y = 0.0f;
2693    const bool pureTranslate = currentTransform()->isPureTranslate();
2694    if (pureTranslate) {
2695        x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2696        y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2697    }
2698
2699    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2700    fontRenderer.setFont(paint, mat4::identity());
2701
2702    int alpha;
2703    SkXfermode::Mode mode;
2704    getAlphaAndMode(paint, &alpha, &mode);
2705
2706    if (CC_UNLIKELY(hasTextShadow(paint))) {
2707        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2708                alpha, 0.0f, 0.0f);
2709    }
2710
2711    // Pick the appropriate texture filtering
2712    bool linearFilter = currentTransform()->changesBounds();
2713    if (pureTranslate && !linearFilter) {
2714        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2715    }
2716    fontRenderer.setTextureFiltering(linearFilter);
2717
2718    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2719    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2720
2721    const bool hasActiveLayer = hasLayer();
2722
2723    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2724    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2725            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2726        if (hasActiveLayer) {
2727            if (!pureTranslate) {
2728                currentTransform()->mapRect(bounds);
2729            }
2730            dirtyLayerUnchecked(bounds, getRegion());
2731        }
2732    }
2733
2734    return DrawGlInfo::kStatusDrew;
2735}
2736
2737mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2738    mat4 fontTransform;
2739    if (CC_LIKELY(transform.isPureTranslate())) {
2740        fontTransform = mat4::identity();
2741    } else {
2742        if (CC_UNLIKELY(transform.isPerspective())) {
2743            fontTransform = mat4::identity();
2744        } else {
2745            float sx, sy;
2746            currentTransform()->decomposeScale(sx, sy);
2747            fontTransform.loadScale(sx, sy, 1.0f);
2748        }
2749    }
2750    return fontTransform;
2751}
2752
2753status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2754        const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
2755        DrawOpMode drawOpMode) {
2756
2757    if (drawOpMode == kDrawOpMode_Immediate) {
2758        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2759        // drawing as ops from DeferredDisplayList are already filtered for these
2760        if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) ||
2761                quickRejectSetupScissor(bounds)) {
2762            return DrawGlInfo::kStatusDone;
2763        }
2764    }
2765
2766    const float oldX = x;
2767    const float oldY = y;
2768
2769    const mat4& transform = *currentTransform();
2770    const bool pureTranslate = transform.isPureTranslate();
2771
2772    if (CC_LIKELY(pureTranslate)) {
2773        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2774        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
2775    }
2776
2777    int alpha;
2778    SkXfermode::Mode mode;
2779    getAlphaAndMode(paint, &alpha, &mode);
2780
2781    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2782
2783    if (CC_UNLIKELY(hasTextShadow(paint))) {
2784        fontRenderer.setFont(paint, mat4::identity());
2785        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2786                alpha, oldX, oldY);
2787    }
2788
2789    const bool hasActiveLayer = hasLayer();
2790
2791    // We only pass a partial transform to the font renderer. That partial
2792    // matrix defines how glyphs are rasterized. Typically we want glyphs
2793    // to be rasterized at their final size on screen, which means the partial
2794    // matrix needs to take the scale factor into account.
2795    // When a partial matrix is used to transform glyphs during rasterization,
2796    // the mesh is generated with the inverse transform (in the case of scale,
2797    // the mesh is generated at 1.0 / scale for instance.) This allows us to
2798    // apply the full transform matrix at draw time in the vertex shader.
2799    // Applying the full matrix in the shader is the easiest way to handle
2800    // rotation and perspective and allows us to always generated quads in the
2801    // font renderer which greatly simplifies the code, clipping in particular.
2802    mat4 fontTransform = findBestFontTransform(transform);
2803    fontRenderer.setFont(paint, fontTransform);
2804
2805    // Pick the appropriate texture filtering
2806    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2807    fontRenderer.setTextureFiltering(linearFilter);
2808
2809    // TODO: Implement better clipping for scaled/rotated text
2810    const Rect* clip = !pureTranslate ? NULL : currentClipRect();
2811    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2812
2813    bool status;
2814    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2815
2816    // don't call issuedrawcommand, do it at end of batch
2817    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
2818    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
2819        SkPaint paintCopy(*paint);
2820        paintCopy.setTextAlign(SkPaint::kLeft_Align);
2821        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
2822                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2823    } else {
2824        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2825                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
2826    }
2827
2828    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
2829        if (!pureTranslate) {
2830            transform.mapRect(layerBounds);
2831        }
2832        dirtyLayerUnchecked(layerBounds, getRegion());
2833    }
2834
2835    drawTextDecorations(totalAdvance, oldX, oldY, paint);
2836
2837    return DrawGlInfo::kStatusDrew;
2838}
2839
2840status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
2841        const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
2842    if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) {
2843        return DrawGlInfo::kStatusDone;
2844    }
2845
2846    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
2847    mCaches.enableScissor();
2848
2849    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2850    fontRenderer.setFont(paint, mat4::identity());
2851    fontRenderer.setTextureFiltering(true);
2852
2853    int alpha;
2854    SkXfermode::Mode mode;
2855    getAlphaAndMode(paint, &alpha, &mode);
2856    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
2857
2858    const Rect* clip = &mSnapshot->getLocalClip();
2859    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2860
2861    const bool hasActiveLayer = hasLayer();
2862
2863    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2864            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
2865        if (hasActiveLayer) {
2866            currentTransform()->mapRect(bounds);
2867            dirtyLayerUnchecked(bounds, getRegion());
2868        }
2869    }
2870
2871    return DrawGlInfo::kStatusDrew;
2872}
2873
2874status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
2875    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
2876
2877    mCaches.activeTexture(0);
2878
2879    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2880    if (!texture) return DrawGlInfo::kStatusDone;
2881    const AutoTexture autoCleanup(texture);
2882
2883    const float x = texture->left - texture->offset;
2884    const float y = texture->top - texture->offset;
2885
2886    drawPathTexture(texture, x, y, paint);
2887
2888    return DrawGlInfo::kStatusDrew;
2889}
2890
2891status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
2892    if (!layer) {
2893        return DrawGlInfo::kStatusDone;
2894    }
2895
2896    mat4* transform = NULL;
2897    if (layer->isTextureLayer()) {
2898        transform = &layer->getTransform();
2899        if (!transform->isIdentity()) {
2900            save(SkCanvas::kMatrix_SaveFlag);
2901            concatMatrix(*transform);
2902        }
2903    }
2904
2905    bool clipRequired = false;
2906    const bool rejected = calculateQuickRejectForScissor(x, y,
2907            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
2908
2909    if (rejected) {
2910        if (transform && !transform->isIdentity()) {
2911            restore();
2912        }
2913        return DrawGlInfo::kStatusDone;
2914    }
2915
2916    updateLayer(layer, true);
2917
2918    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
2919    mCaches.activeTexture(0);
2920
2921    if (CC_LIKELY(!layer->region.isEmpty())) {
2922        if (layer->region.isRect()) {
2923            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2924                    composeLayerRect(layer, layer->regionRect));
2925        } else if (layer->mesh) {
2926
2927            const float a = getLayerAlpha(layer);
2928            setupDraw();
2929            setupDrawWithTexture();
2930            setupDrawColor(a, a, a, a);
2931            setupDrawColorFilter(layer->getColorFilter());
2932            setupDrawBlending(layer);
2933            setupDrawProgram();
2934            setupDrawPureColorUniforms();
2935            setupDrawColorFilterUniforms(layer->getColorFilter());
2936            setupDrawTexture(layer->getTexture());
2937            if (CC_LIKELY(currentTransform()->isPureTranslate())) {
2938                int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f);
2939                int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f);
2940
2941                layer->setFilter(GL_NEAREST);
2942                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
2943                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
2944            } else {
2945                layer->setFilter(GL_LINEAR);
2946                setupDrawModelView(kModelViewMode_Translate, false, x, y,
2947                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2948            }
2949
2950            TextureVertex* mesh = &layer->mesh[0];
2951            GLsizei elementsCount = layer->meshElementCount;
2952
2953            while (elementsCount > 0) {
2954                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
2955
2956                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
2957                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
2958                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
2959
2960                elementsCount -= drawCount;
2961                // Though there are 4 vertices in a quad, we use 6 indices per
2962                // quad to draw with GL_TRIANGLES
2963                mesh += (drawCount / 6) * 4;
2964            }
2965
2966#if DEBUG_LAYERS_AS_REGIONS
2967            drawRegionRectsDebug(layer->region);
2968#endif
2969        }
2970
2971        if (layer->debugDrawUpdate) {
2972            layer->debugDrawUpdate = false;
2973
2974            SkPaint paint;
2975            paint.setColor(0x7f00ff00);
2976            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint);
2977        }
2978    }
2979    layer->hasDrawnSinceUpdate = true;
2980
2981    if (transform && !transform->isIdentity()) {
2982        restore();
2983    }
2984
2985    return DrawGlInfo::kStatusDrew;
2986}
2987
2988///////////////////////////////////////////////////////////////////////////////
2989// Shaders
2990///////////////////////////////////////////////////////////////////////////////
2991
2992void OpenGLRenderer::resetShader() {
2993    mDrawModifiers.mShader = NULL;
2994}
2995
2996void OpenGLRenderer::setupShader(SkiaShader* shader) {
2997    mDrawModifiers.mShader = shader;
2998    if (mDrawModifiers.mShader) {
2999        mDrawModifiers.mShader->setCaches(mCaches);
3000    }
3001}
3002
3003///////////////////////////////////////////////////////////////////////////////
3004// Draw filters
3005///////////////////////////////////////////////////////////////////////////////
3006
3007void OpenGLRenderer::resetPaintFilter() {
3008    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3009    // comparison, see MergingDrawBatch::canMergeWith
3010    mDrawModifiers.mHasDrawFilter = false;
3011    mDrawModifiers.mPaintFilterClearBits = 0;
3012    mDrawModifiers.mPaintFilterSetBits = 0;
3013}
3014
3015void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3016    mDrawModifiers.mHasDrawFilter = true;
3017    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3018    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3019}
3020
3021const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) {
3022    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3023        return paint;
3024    }
3025
3026    uint32_t flags = paint->getFlags();
3027
3028    mFilteredPaint = *paint;
3029    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3030            mDrawModifiers.mPaintFilterSetBits);
3031
3032    return &mFilteredPaint;
3033}
3034
3035///////////////////////////////////////////////////////////////////////////////
3036// Drawing implementation
3037///////////////////////////////////////////////////////////////////////////////
3038
3039Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) {
3040    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3041    if (!texture) {
3042        return mCaches.textureCache.get(bitmap);
3043    }
3044    return texture;
3045}
3046
3047void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3048        float x, float y, const SkPaint* paint) {
3049    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3050        return;
3051    }
3052
3053    int alpha;
3054    SkXfermode::Mode mode;
3055    getAlphaAndMode(paint, &alpha, &mode);
3056
3057    setupDraw();
3058    setupDrawWithTexture(true);
3059    setupDrawAlpha8Color(paint->getColor(), alpha);
3060    setupDrawColorFilter(getColorFilter(paint));
3061    setupDrawShader();
3062    setupDrawBlending(paint, true);
3063    setupDrawProgram();
3064    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3065            x, y, x + texture->width, y + texture->height);
3066    setupDrawTexture(texture->id);
3067    setupDrawPureColorUniforms();
3068    setupDrawColorFilterUniforms(getColorFilter(paint));
3069    setupDrawShaderUniforms();
3070    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3071
3072    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3073}
3074
3075// Same values used by Skia
3076#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3077#define kStdUnderline_Offset    (1.0f / 9.0f)
3078#define kStdUnderline_Thickness (1.0f / 18.0f)
3079
3080void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y,
3081        const SkPaint* paint) {
3082    // Handle underline and strike-through
3083    uint32_t flags = paint->getFlags();
3084    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3085        SkPaint paintCopy(*paint);
3086
3087        if (CC_LIKELY(underlineWidth > 0.0f)) {
3088            const float textSize = paintCopy.getTextSize();
3089            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3090
3091            const float left = x;
3092            float top = 0.0f;
3093
3094            int linesCount = 0;
3095            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3096            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3097
3098            const int pointsCount = 4 * linesCount;
3099            float points[pointsCount];
3100            int currentPoint = 0;
3101
3102            if (flags & SkPaint::kUnderlineText_Flag) {
3103                top = y + textSize * kStdUnderline_Offset;
3104                points[currentPoint++] = left;
3105                points[currentPoint++] = top;
3106                points[currentPoint++] = left + underlineWidth;
3107                points[currentPoint++] = top;
3108            }
3109
3110            if (flags & SkPaint::kStrikeThruText_Flag) {
3111                top = y + textSize * kStdStrikeThru_Offset;
3112                points[currentPoint++] = left;
3113                points[currentPoint++] = top;
3114                points[currentPoint++] = left + underlineWidth;
3115                points[currentPoint++] = top;
3116            }
3117
3118            paintCopy.setStrokeWidth(strokeWidth);
3119
3120            drawLines(&points[0], pointsCount, &paintCopy);
3121        }
3122    }
3123}
3124
3125status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
3126    if (currentSnapshot()->isIgnored()) {
3127        return DrawGlInfo::kStatusDone;
3128    }
3129
3130    return drawColorRects(rects, count, paint, false, true, true);
3131}
3132
3133static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) {
3134    // map z coordinate with true 3d matrix
3135    point.z = transformZ.mapZ(point);
3136
3137    // map x,y coordinates with draw/Skia matrix
3138    transformXY.mapPoint(point.x, point.y);
3139}
3140
3141status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ,
3142        float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) {
3143    if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone;
3144
3145    // TODO: use quickRejectWithScissor. For now, always force enable scissor.
3146    mCaches.enableScissor();
3147
3148    SkPaint paint;
3149    paint.setAntiAlias(true); // want to use AlphaVertex
3150
3151    // tessellate caster outline into a 2d polygon
3152    Vector<Vertex> casterVertices2d;
3153    const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value
3154    PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
3155            casterRefinementThresholdSquared, casterVertices2d);
3156    if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) {
3157        ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(),
3158                casterVertices2d.size());
3159    }
3160
3161    if (casterVertices2d.size() == 0) {
3162        // empty caster polygon computed from path
3163        return DrawGlInfo::kStatusDone;
3164    }
3165
3166    // map 2d caster poly into 3d
3167    const int casterVertexCount = casterVertices2d.size();
3168    Vector3 casterPolygon[casterVertexCount];
3169    float minZ = FLT_MAX;
3170    float maxZ = -FLT_MAX;
3171    for (int i = 0; i < casterVertexCount; i++) {
3172        const Vertex& point2d = casterVertices2d[i];
3173        casterPolygon[i] = Vector3(point2d.x, point2d.y, 0);
3174        mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ);
3175        minZ = fmin(minZ, casterPolygon[i].z);
3176        maxZ = fmax(maxZ, casterPolygon[i].z);
3177    }
3178
3179    // map the centroid of the caster into 3d
3180    Vector2 centroid =  ShadowTessellator::centroid2d(
3181            reinterpret_cast<const Vector2*>(casterVertices2d.array()),
3182            casterVertexCount);
3183    Vector3 centroid3d(centroid.x, centroid.y, 0);
3184    mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ);
3185
3186    // if the caster intersects the z=0 plane, lift it in Z so it doesn't
3187    if (minZ < SHADOW_MIN_CASTER_Z) {
3188        float casterLift = SHADOW_MIN_CASTER_Z - minZ;
3189        for (int i = 0; i < casterVertexCount; i++) {
3190            casterPolygon[i].z += casterLift;
3191        }
3192        centroid3d.z += casterLift;
3193    }
3194
3195    // Check whether we want to draw the shadow at all by checking the caster's
3196    // bounds against clip.
3197    // We only have ortho projection, so we can just ignore the Z in caster for
3198    // simple rejection calculation.
3199    Rect localClip = mSnapshot->getLocalClip();
3200    Rect casterBounds(casterPerimeter->getBounds());
3201    casterTransformXY.mapRect(casterBounds);
3202
3203    bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped;
3204    // draw caster's shadows
3205    if (mCaches.propertyAmbientShadowStrength > 0) {
3206        paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0);
3207        VertexBuffer ambientShadowVertexBuffer;
3208        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow(
3209                isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
3210                casterBounds, localClip, maxZ, ambientShadowVertexBuffer);
3211        drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint);
3212    }
3213
3214    if (mCaches.propertySpotShadowStrength > 0) {
3215        paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0);
3216        VertexBuffer spotShadowVertexBuffer;
3217        VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow(
3218                isCasterOpaque, casterPolygon, casterVertexCount,
3219                *currentTransform(), getWidth(), getHeight(), casterBounds, localClip,
3220                spotShadowVertexBuffer);
3221        drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint);
3222    }
3223
3224    return DrawGlInfo::kStatusDrew;
3225}
3226
3227status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint,
3228        bool ignoreTransform, bool dirty, bool clip) {
3229    if (count == 0) {
3230        return DrawGlInfo::kStatusDone;
3231    }
3232
3233    int color = paint->getColor();
3234    // If a shader is set, preserve only the alpha
3235    if (mDrawModifiers.mShader) {
3236        color |= 0x00ffffff;
3237    }
3238
3239    float left = FLT_MAX;
3240    float top = FLT_MAX;
3241    float right = FLT_MIN;
3242    float bottom = FLT_MIN;
3243
3244    Vertex mesh[count];
3245    Vertex* vertex = mesh;
3246
3247    for (int index = 0; index < count; index += 4) {
3248        float l = rects[index + 0];
3249        float t = rects[index + 1];
3250        float r = rects[index + 2];
3251        float b = rects[index + 3];
3252
3253        Vertex::set(vertex++, l, t);
3254        Vertex::set(vertex++, r, t);
3255        Vertex::set(vertex++, l, b);
3256        Vertex::set(vertex++, r, b);
3257
3258        left = fminf(left, l);
3259        top = fminf(top, t);
3260        right = fmaxf(right, r);
3261        bottom = fmaxf(bottom, b);
3262    }
3263
3264    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3265        return DrawGlInfo::kStatusDone;
3266    }
3267
3268    setupDraw();
3269    setupDrawNoTexture();
3270    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3271    setupDrawShader();
3272    setupDrawColorFilter(getColorFilter(paint));
3273    setupDrawBlending(paint);
3274    setupDrawProgram();
3275    setupDrawDirtyRegionsDisabled();
3276    setupDrawModelView(kModelViewMode_Translate, false,
3277            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3278    setupDrawColorUniforms();
3279    setupDrawShaderUniforms();
3280    setupDrawColorFilterUniforms(getColorFilter(paint));
3281
3282    if (dirty && hasLayer()) {
3283        dirtyLayer(left, top, right, bottom, *currentTransform());
3284    }
3285
3286    issueIndexedQuadDraw(&mesh[0], count / 4);
3287
3288    return DrawGlInfo::kStatusDrew;
3289}
3290
3291void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3292        const SkPaint* paint, bool ignoreTransform) {
3293    int color = paint->getColor();
3294    // If a shader is set, preserve only the alpha
3295    if (mDrawModifiers.mShader) {
3296        color |= 0x00ffffff;
3297    }
3298
3299    setupDraw();
3300    setupDrawNoTexture();
3301    setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3302    setupDrawShader();
3303    setupDrawColorFilter(getColorFilter(paint));
3304    setupDrawBlending(paint);
3305    setupDrawProgram();
3306    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3307            left, top, right, bottom, ignoreTransform);
3308    setupDrawColorUniforms();
3309    setupDrawShaderUniforms(ignoreTransform);
3310    setupDrawColorFilterUniforms(getColorFilter(paint));
3311    setupDrawSimpleMesh();
3312
3313    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3314}
3315
3316void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3317        Texture* texture, const SkPaint* paint) {
3318    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3319
3320    GLvoid* vertices = (GLvoid*) NULL;
3321    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3322
3323    if (texture->uvMapper) {
3324        vertices = &mMeshVertices[0].x;
3325        texCoords = &mMeshVertices[0].u;
3326
3327        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3328        texture->uvMapper->map(uvs);
3329
3330        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3331    }
3332
3333    if (CC_LIKELY(currentTransform()->isPureTranslate())) {
3334        const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f);
3335        const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f);
3336
3337        texture->setFilter(GL_NEAREST, true);
3338        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3339                paint, texture->blend, vertices, texCoords,
3340                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3341    } else {
3342        texture->setFilter(getFilter(paint), true);
3343        drawTextureMesh(left, top, right, bottom, texture->id, paint,
3344                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3345    }
3346
3347    if (texture->uvMapper) {
3348        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3349    }
3350}
3351
3352void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3353        GLuint texture, const SkPaint* paint, bool blend,
3354        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3355        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3356        ModelViewMode modelViewMode, bool dirty) {
3357
3358    int a;
3359    SkXfermode::Mode mode;
3360    getAlphaAndMode(paint, &a, &mode);
3361    const float alpha = a / 255.0f;
3362
3363    setupDraw();
3364    setupDrawWithTexture();
3365    setupDrawColor(alpha, alpha, alpha, alpha);
3366    setupDrawColorFilter(getColorFilter(paint));
3367    setupDrawBlending(paint, blend, swapSrcDst);
3368    setupDrawProgram();
3369    if (!dirty) setupDrawDirtyRegionsDisabled();
3370    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3371    setupDrawTexture(texture);
3372    setupDrawPureColorUniforms();
3373    setupDrawColorFilterUniforms(getColorFilter(paint));
3374    setupDrawMesh(vertices, texCoords, vbo);
3375
3376    glDrawArrays(drawMode, 0, elementsCount);
3377}
3378
3379void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3380        GLuint texture, const SkPaint* paint, bool blend,
3381        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3382        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3383        ModelViewMode modelViewMode, bool dirty) {
3384
3385    int a;
3386    SkXfermode::Mode mode;
3387    getAlphaAndMode(paint, &a, &mode);
3388    const float alpha = a / 255.0f;
3389
3390    setupDraw();
3391    setupDrawWithTexture();
3392    setupDrawColor(alpha, alpha, alpha, alpha);
3393    setupDrawColorFilter(getColorFilter(paint));
3394    setupDrawBlending(paint, blend, swapSrcDst);
3395    setupDrawProgram();
3396    if (!dirty) setupDrawDirtyRegionsDisabled();
3397    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3398    setupDrawTexture(texture);
3399    setupDrawPureColorUniforms();
3400    setupDrawColorFilterUniforms(getColorFilter(paint));
3401    setupDrawMeshIndices(vertices, texCoords, vbo);
3402
3403    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3404}
3405
3406void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3407        GLuint texture, const SkPaint* paint,
3408        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3409        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3410
3411    int color = paint != NULL ? paint->getColor() : 0;
3412    int alpha;
3413    SkXfermode::Mode mode;
3414    getAlphaAndMode(paint, &alpha, &mode);
3415
3416    setupDraw();
3417    setupDrawWithTexture(true);
3418    if (paint != NULL) {
3419        setupDrawAlpha8Color(color, alpha);
3420    }
3421    setupDrawColorFilter(getColorFilter(paint));
3422    setupDrawShader();
3423    setupDrawBlending(paint, true);
3424    setupDrawProgram();
3425    if (!dirty) setupDrawDirtyRegionsDisabled();
3426    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3427    setupDrawTexture(texture);
3428    setupDrawPureColorUniforms();
3429    setupDrawColorFilterUniforms(getColorFilter(paint));
3430    setupDrawShaderUniforms(ignoreTransform);
3431    setupDrawMesh(vertices, texCoords);
3432
3433    glDrawArrays(drawMode, 0, elementsCount);
3434}
3435
3436void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3437        ProgramDescription& description, bool swapSrcDst) {
3438    if (mCountOverdraw) {
3439        if (!mCaches.blend) glEnable(GL_BLEND);
3440        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3441            glBlendFunc(GL_ONE, GL_ONE);
3442        }
3443
3444        mCaches.blend = true;
3445        mCaches.lastSrcMode = GL_ONE;
3446        mCaches.lastDstMode = GL_ONE;
3447
3448        return;
3449    }
3450
3451    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3452
3453    if (blend) {
3454        // These blend modes are not supported by OpenGL directly and have
3455        // to be implemented using shaders. Since the shader will perform
3456        // the blending, turn blending off here
3457        // If the blend mode cannot be implemented using shaders, fall
3458        // back to the default SrcOver blend mode instead
3459        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3460            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3461                description.framebufferMode = mode;
3462                description.swapSrcDst = swapSrcDst;
3463
3464                if (mCaches.blend) {
3465                    glDisable(GL_BLEND);
3466                    mCaches.blend = false;
3467                }
3468
3469                return;
3470            } else {
3471                mode = SkXfermode::kSrcOver_Mode;
3472            }
3473        }
3474
3475        if (!mCaches.blend) {
3476            glEnable(GL_BLEND);
3477        }
3478
3479        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3480        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3481
3482        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3483            glBlendFunc(sourceMode, destMode);
3484            mCaches.lastSrcMode = sourceMode;
3485            mCaches.lastDstMode = destMode;
3486        }
3487    } else if (mCaches.blend) {
3488        glDisable(GL_BLEND);
3489    }
3490    mCaches.blend = blend;
3491}
3492
3493bool OpenGLRenderer::useProgram(Program* program) {
3494    if (!program->isInUse()) {
3495        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3496        program->use();
3497        mCaches.currentProgram = program;
3498        return false;
3499    }
3500    return true;
3501}
3502
3503void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3504    TextureVertex* v = &mMeshVertices[0];
3505    TextureVertex::setUV(v++, u1, v1);
3506    TextureVertex::setUV(v++, u2, v1);
3507    TextureVertex::setUV(v++, u1, v2);
3508    TextureVertex::setUV(v++, u2, v2);
3509}
3510
3511void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3512    getAlphaAndModeDirect(paint, alpha,  mode);
3513    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3514        // if drawing a layer, ignore the paint's alpha
3515        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3516    }
3517    *alpha *= currentSnapshot()->alpha;
3518}
3519
3520float OpenGLRenderer::getLayerAlpha(const Layer* layer) const {
3521    float alpha;
3522    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3523        alpha = mDrawModifiers.mOverrideLayerAlpha;
3524    } else {
3525        alpha = layer->getAlpha() / 255.0f;
3526    }
3527    return alpha * currentSnapshot()->alpha;
3528}
3529
3530}; // namespace uirenderer
3531}; // namespace android
3532