OpenGLRenderer.cpp revision b1d0a4ed21168fefcb82232c8f22cb95d60acb85
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkPathMeasure.h>
25#include <SkTypeface.h>
26
27#include <utils/Log.h>
28#include <utils/StopWatch.h>
29
30#include <private/hwui/DrawGlInfo.h>
31
32#include <ui/Rect.h>
33
34#include "OpenGLRenderer.h"
35#include "DisplayListRenderer.h"
36#include "Vector.h"
37
38namespace android {
39namespace uirenderer {
40
41///////////////////////////////////////////////////////////////////////////////
42// Defines
43///////////////////////////////////////////////////////////////////////////////
44
45#define RAD_TO_DEG (180.0f / 3.14159265f)
46#define MIN_ANGLE 0.001f
47
48#define ALPHA_THRESHOLD 0
49
50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
51
52///////////////////////////////////////////////////////////////////////////////
53// Globals
54///////////////////////////////////////////////////////////////////////////////
55
56/**
57 * Structure mapping Skia xfermodes to OpenGL blending factors.
58 */
59struct Blender {
60    SkXfermode::Mode mode;
61    GLenum src;
62    GLenum dst;
63}; // struct Blender
64
65// In this array, the index of each Blender equals the value of the first
66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
67static const Blender gBlends[] = {
68    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
69    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
70    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
71    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
72    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
73    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
74    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
75    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
76    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
78    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
79    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
80    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
81    { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
82    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
83};
84
85// This array contains the swapped version of each SkXfermode. For instance
86// this array's SrcOver blending mode is actually DstOver. You can refer to
87// createLayer() for more information on the purpose of this array.
88static const Blender gBlendsSwap[] = {
89    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
90    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
91    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
92    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
93    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
94    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
95    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
96    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
97    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
98    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
99    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
100    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
101    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
102    { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
103    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
104};
105
106///////////////////////////////////////////////////////////////////////////////
107// Constructors/destructor
108///////////////////////////////////////////////////////////////////////////////
109
110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
111    mShader = NULL;
112    mColorFilter = NULL;
113    mHasShadow = false;
114    mHasDrawFilter = false;
115
116    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
117
118    mFirstSnapshot = new Snapshot;
119}
120
121OpenGLRenderer::~OpenGLRenderer() {
122    // The context has already been destroyed at this point, do not call
123    // GL APIs. All GL state should be kept in Caches.h
124}
125
126///////////////////////////////////////////////////////////////////////////////
127// Debug
128///////////////////////////////////////////////////////////////////////////////
129
130void OpenGLRenderer::startMark(const char* name) const {
131    mCaches.startMark(0, name);
132}
133
134void OpenGLRenderer::endMark() const {
135    mCaches.endMark();
136}
137
138///////////////////////////////////////////////////////////////////////////////
139// Setup
140///////////////////////////////////////////////////////////////////////////////
141
142uint32_t OpenGLRenderer::getStencilSize() {
143    return STENCIL_BUFFER_SIZE;
144}
145
146bool OpenGLRenderer::isDeferred() {
147    return false;
148}
149
150void OpenGLRenderer::setViewport(int width, int height) {
151    mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
152
153    mWidth = width;
154    mHeight = height;
155
156    mFirstSnapshot->height = height;
157    mFirstSnapshot->viewport.set(0, 0, width, height);
158
159    glDisable(GL_DITHER);
160    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
161
162    glEnableVertexAttribArray(Program::kBindingPosition);
163}
164
165int OpenGLRenderer::prepare(bool opaque) {
166    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
167}
168
169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
170    mCaches.clearGarbage();
171
172    mSnapshot = new Snapshot(mFirstSnapshot,
173            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
174    mSnapshot->fbo = getTargetFbo();
175    mSaveCount = 1;
176
177    mSnapshot->setClip(left, top, right, bottom);
178    mDirtyClip = opaque;
179
180    syncState();
181
182    if (!opaque) {
183        mCaches.enableScissor();
184        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
185        glClear(GL_COLOR_BUFFER_BIT);
186        return DrawGlInfo::kStatusDrew;
187    } else {
188        mCaches.resetScissor();
189    }
190
191    return DrawGlInfo::kStatusDone;
192}
193
194void OpenGLRenderer::syncState() {
195    glViewport(0, 0, mWidth, mHeight);
196
197    if (mCaches.blend) {
198        glEnable(GL_BLEND);
199    } else {
200        glDisable(GL_BLEND);
201    }
202}
203
204void OpenGLRenderer::finish() {
205#if DEBUG_OPENGL
206    GLenum status = GL_NO_ERROR;
207    while ((status = glGetError()) != GL_NO_ERROR) {
208        ALOGD("GL error from OpenGLRenderer: 0x%x", status);
209        switch (status) {
210            case GL_INVALID_ENUM:
211                ALOGE("  GL_INVALID_ENUM");
212                break;
213            case GL_INVALID_VALUE:
214                ALOGE("  GL_INVALID_VALUE");
215                break;
216            case GL_INVALID_OPERATION:
217                ALOGE("  GL_INVALID_OPERATION");
218                break;
219            case GL_OUT_OF_MEMORY:
220                ALOGE("  Out of memory!");
221                break;
222        }
223    }
224#endif
225#if DEBUG_MEMORY_USAGE
226    mCaches.dumpMemoryUsage();
227#else
228    if (mCaches.getDebugLevel() & kDebugMemory) {
229        mCaches.dumpMemoryUsage();
230    }
231#endif
232}
233
234void OpenGLRenderer::interrupt() {
235    if (mCaches.currentProgram) {
236        if (mCaches.currentProgram->isInUse()) {
237            mCaches.currentProgram->remove();
238            mCaches.currentProgram = NULL;
239        }
240    }
241    mCaches.unbindMeshBuffer();
242    mCaches.unbindIndicesBuffer();
243    mCaches.resetVertexPointers();
244    mCaches.disbaleTexCoordsVertexArray();
245}
246
247void OpenGLRenderer::resume() {
248    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
249
250    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
251    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
252
253    mCaches.enableScissor();
254    mCaches.resetScissor();
255    dirtyClip();
256
257    mCaches.activeTexture(0);
258    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
259
260    mCaches.blend = true;
261    glEnable(GL_BLEND);
262    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
263    glBlendEquation(GL_FUNC_ADD);
264}
265
266void OpenGLRenderer::detachFunctor(Functor* functor) {
267    mFunctors.remove(functor);
268}
269
270void OpenGLRenderer::attachFunctor(Functor* functor) {
271    mFunctors.add(functor);
272}
273
274status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
275    status_t result = DrawGlInfo::kStatusDone;
276    size_t count = mFunctors.size();
277
278    if (count > 0) {
279        SortedVector<Functor*> functors(mFunctors);
280        mFunctors.clear();
281
282        DrawGlInfo info;
283        info.clipLeft = 0;
284        info.clipTop = 0;
285        info.clipRight = 0;
286        info.clipBottom = 0;
287        info.isLayer = false;
288        info.width = 0;
289        info.height = 0;
290        memset(info.transform, 0, sizeof(float) * 16);
291
292        for (size_t i = 0; i < count; i++) {
293            Functor* f = functors.itemAt(i);
294            result |= (*f)(DrawGlInfo::kModeProcess, &info);
295
296            if (result & DrawGlInfo::kStatusDraw) {
297                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
298                dirty.unionWith(localDirty);
299            }
300
301            if (result & DrawGlInfo::kStatusInvoke) {
302                mFunctors.add(f);
303            }
304        }
305    }
306
307    mCaches.activeTexture(0);
308
309    return result;
310}
311
312status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
313    interrupt();
314    detachFunctor(functor);
315
316    if (mDirtyClip) {
317        setScissorFromClip();
318    }
319
320    Rect clip(*mSnapshot->clipRect);
321    clip.snapToPixelBoundaries();
322
323#if RENDER_LAYERS_AS_REGIONS
324    // Since we don't know what the functor will draw, let's dirty
325    // tne entire clip region
326    if (hasLayer()) {
327        dirtyLayerUnchecked(clip, getRegion());
328    }
329#endif
330
331    DrawGlInfo info;
332    info.clipLeft = clip.left;
333    info.clipTop = clip.top;
334    info.clipRight = clip.right;
335    info.clipBottom = clip.bottom;
336    info.isLayer = hasLayer();
337    info.width = getSnapshot()->viewport.getWidth();
338    info.height = getSnapshot()->height;
339    getSnapshot()->transform->copyTo(&info.transform[0]);
340
341    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew;
342
343    if (result != DrawGlInfo::kStatusDone) {
344        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
345        dirty.unionWith(localDirty);
346
347        if (result & DrawGlInfo::kStatusInvoke) {
348            mFunctors.add(functor);
349        }
350    }
351
352    resume();
353    return result;
354}
355
356///////////////////////////////////////////////////////////////////////////////
357// State management
358///////////////////////////////////////////////////////////////////////////////
359
360int OpenGLRenderer::getSaveCount() const {
361    return mSaveCount;
362}
363
364int OpenGLRenderer::save(int flags) {
365    return saveSnapshot(flags);
366}
367
368void OpenGLRenderer::restore() {
369    if (mSaveCount > 1) {
370        restoreSnapshot();
371    }
372}
373
374void OpenGLRenderer::restoreToCount(int saveCount) {
375    if (saveCount < 1) saveCount = 1;
376
377    while (mSaveCount > saveCount) {
378        restoreSnapshot();
379    }
380}
381
382int OpenGLRenderer::saveSnapshot(int flags) {
383    mSnapshot = new Snapshot(mSnapshot, flags);
384    return mSaveCount++;
385}
386
387bool OpenGLRenderer::restoreSnapshot() {
388    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
389    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
390    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
391
392    sp<Snapshot> current = mSnapshot;
393    sp<Snapshot> previous = mSnapshot->previous;
394
395    if (restoreOrtho) {
396        Rect& r = previous->viewport;
397        glViewport(r.left, r.top, r.right, r.bottom);
398        mOrthoMatrix.load(current->orthoMatrix);
399    }
400
401    mSaveCount--;
402    mSnapshot = previous;
403
404    if (restoreClip) {
405        dirtyClip();
406    }
407
408    if (restoreLayer) {
409        composeLayer(current, previous);
410    }
411
412    return restoreClip;
413}
414
415///////////////////////////////////////////////////////////////////////////////
416// Layers
417///////////////////////////////////////////////////////////////////////////////
418
419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
420        SkPaint* p, int flags) {
421    const GLuint previousFbo = mSnapshot->fbo;
422    const int count = saveSnapshot(flags);
423
424    if (!mSnapshot->isIgnored()) {
425        int alpha = 255;
426        SkXfermode::Mode mode;
427
428        if (p) {
429            alpha = p->getAlpha();
430            if (!mCaches.extensions.hasFramebufferFetch()) {
431                const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
432                if (!isMode) {
433                    // Assume SRC_OVER
434                    mode = SkXfermode::kSrcOver_Mode;
435                }
436            } else {
437                mode = getXfermode(p->getXfermode());
438            }
439        } else {
440            mode = SkXfermode::kSrcOver_Mode;
441        }
442
443        createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
444    }
445
446    return count;
447}
448
449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
450        int alpha, int flags) {
451    if (alpha >= 255) {
452        return saveLayer(left, top, right, bottom, NULL, flags);
453    } else {
454        SkPaint paint;
455        paint.setAlpha(alpha);
456        return saveLayer(left, top, right, bottom, &paint, flags);
457    }
458}
459
460/**
461 * Layers are viewed by Skia are slightly different than layers in image editing
462 * programs (for instance.) When a layer is created, previously created layers
463 * and the frame buffer still receive every drawing command. For instance, if a
464 * layer is created and a shape intersecting the bounds of the layers and the
465 * framebuffer is draw, the shape will be drawn on both (unless the layer was
466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
467 *
468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
469 * texture. Unfortunately, this is inefficient as it requires every primitive to
470 * be drawn n + 1 times, where n is the number of active layers. In practice this
471 * means, for every primitive:
472 *   - Switch active frame buffer
473 *   - Change viewport, clip and projection matrix
474 *   - Issue the drawing
475 *
476 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
477 * To avoid this, layers are implemented in a different way here, at least in the
478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
479 * is set. When this flag is set we can redirect all drawing operations into a
480 * single FBO.
481 *
482 * This implementation relies on the frame buffer being at least RGBA 8888. When
483 * a layer is created, only a texture is created, not an FBO. The content of the
484 * frame buffer contained within the layer's bounds is copied into this texture
485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
486 * buffer and drawing continues as normal. This technique therefore treats the
487 * frame buffer as a scratch buffer for the layers.
488 *
489 * To compose the layers back onto the frame buffer, each layer texture
490 * (containing the original frame buffer data) is drawn as a simple quad over
491 * the frame buffer. The trick is that the quad is set as the composition
492 * destination in the blending equation, and the frame buffer becomes the source
493 * of the composition.
494 *
495 * Drawing layers with an alpha value requires an extra step before composition.
496 * An empty quad is drawn over the layer's region in the frame buffer. This quad
497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
498 * quad is used to multiply the colors in the frame buffer. This is achieved by
499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
500 * GL_ZERO, GL_SRC_ALPHA.
501 *
502 * Because glCopyTexImage2D() can be slow, an alternative implementation might
503 * be use to draw a single clipped layer. The implementation described above
504 * is correct in every case.
505 *
506 * (1) The frame buffer is actually not cleared right away. To allow the GPU
507 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
508 *     buffer is left untouched until the first drawing operation. Only when
509 *     something actually gets drawn are the layers regions cleared.
510 */
511bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
512        float right, float bottom, int alpha, SkXfermode::Mode mode,
513        int flags, GLuint previousFbo) {
514    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
515    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
516
517    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
518
519    // Window coordinates of the layer
520    Rect bounds(left, top, right, bottom);
521    if (!fboLayer) {
522        mSnapshot->transform->mapRect(bounds);
523
524        // Layers only make sense if they are in the framebuffer's bounds
525        if (bounds.intersect(*snapshot->clipRect)) {
526            // We cannot work with sub-pixels in this case
527            bounds.snapToPixelBoundaries();
528
529            // When the layer is not an FBO, we may use glCopyTexImage so we
530            // need to make sure the layer does not extend outside the bounds
531            // of the framebuffer
532            if (!bounds.intersect(snapshot->previous->viewport)) {
533                bounds.setEmpty();
534            }
535        } else {
536            bounds.setEmpty();
537        }
538    }
539
540    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
541            bounds.getHeight() > mCaches.maxTextureSize) {
542        snapshot->empty = fboLayer;
543    } else {
544        snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
545    }
546
547    // Bail out if we won't draw in this snapshot
548    if (snapshot->invisible || snapshot->empty) {
549        return false;
550    }
551
552    mCaches.activeTexture(0);
553    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
554    if (!layer) {
555        return false;
556    }
557
558    layer->setAlpha(alpha, mode);
559    layer->layer.set(bounds);
560    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
561            bounds.getWidth() / float(layer->getWidth()), 0.0f);
562    layer->setColorFilter(mColorFilter);
563    layer->setBlend(true);
564
565    // Save the layer in the snapshot
566    snapshot->flags |= Snapshot::kFlagIsLayer;
567    snapshot->layer = layer;
568
569    if (fboLayer) {
570        return createFboLayer(layer, bounds, snapshot, previousFbo);
571    } else {
572        // Copy the framebuffer into the layer
573        layer->bindTexture();
574        if (!bounds.isEmpty()) {
575            if (layer->isEmpty()) {
576                glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
577                        bounds.left, snapshot->height - bounds.bottom,
578                        layer->getWidth(), layer->getHeight(), 0);
579                layer->setEmpty(false);
580            } else {
581                glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
582                        snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
583            }
584
585            // Enqueue the buffer coordinates to clear the corresponding region later
586            mLayers.push(new Rect(bounds));
587        }
588    }
589
590    return true;
591}
592
593bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
594        GLuint previousFbo) {
595    layer->setFbo(mCaches.fboCache.get());
596
597#if RENDER_LAYERS_AS_REGIONS
598    snapshot->region = &snapshot->layer->region;
599    snapshot->flags |= Snapshot::kFlagFboTarget;
600#endif
601
602    Rect clip(bounds);
603    snapshot->transform->mapRect(clip);
604    clip.intersect(*snapshot->clipRect);
605    clip.snapToPixelBoundaries();
606    clip.intersect(snapshot->previous->viewport);
607
608    mat4 inverse;
609    inverse.loadInverse(*mSnapshot->transform);
610
611    inverse.mapRect(clip);
612    clip.snapToPixelBoundaries();
613    clip.intersect(bounds);
614    clip.translate(-bounds.left, -bounds.top);
615
616    snapshot->flags |= Snapshot::kFlagIsFboLayer;
617    snapshot->fbo = layer->getFbo();
618    snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
619    snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
620    snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
621    snapshot->height = bounds.getHeight();
622    snapshot->flags |= Snapshot::kFlagDirtyOrtho;
623    snapshot->orthoMatrix.load(mOrthoMatrix);
624
625    // Bind texture to FBO
626    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
627    layer->bindTexture();
628
629    // Initialize the texture if needed
630    if (layer->isEmpty()) {
631        layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
632        layer->setEmpty(false);
633    }
634
635    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
636            layer->getTexture(), 0);
637
638#if DEBUG_LAYERS_AS_REGIONS
639    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
640    if (status != GL_FRAMEBUFFER_COMPLETE) {
641        ALOGE("Framebuffer incomplete (GL error code 0x%x)", status);
642
643        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
644        layer->deleteTexture();
645        mCaches.fboCache.put(layer->getFbo());
646
647        delete layer;
648
649        return false;
650    }
651#endif
652
653    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
654    mCaches.enableScissor();
655    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
656            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
657    glClear(GL_COLOR_BUFFER_BIT);
658
659    dirtyClip();
660
661    // Change the ortho projection
662    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
663    mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
664
665    return true;
666}
667
668/**
669 * Read the documentation of createLayer() before doing anything in this method.
670 */
671void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
672    if (!current->layer) {
673        ALOGE("Attempting to compose a layer that does not exist");
674        return;
675    }
676
677    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
678
679    if (fboLayer) {
680        // Detach the texture from the FBO
681        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
682
683        // Unbind current FBO and restore previous one
684        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
685    }
686
687    Layer* layer = current->layer;
688    const Rect& rect = layer->layer;
689
690    if (!fboLayer && layer->getAlpha() < 255) {
691        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
692                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
693        // Required below, composeLayerRect() will divide by 255
694        layer->setAlpha(255);
695    }
696
697    mCaches.unbindMeshBuffer();
698
699    mCaches.activeTexture(0);
700
701    // When the layer is stored in an FBO, we can save a bit of fillrate by
702    // drawing only the dirty region
703    if (fboLayer) {
704        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
705        if (layer->getColorFilter()) {
706            setupColorFilter(layer->getColorFilter());
707        }
708        composeLayerRegion(layer, rect);
709        if (layer->getColorFilter()) {
710            resetColorFilter();
711        }
712    } else if (!rect.isEmpty()) {
713        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
714        composeLayerRect(layer, rect, true);
715    }
716
717    if (fboLayer) {
718        // Note: No need to use glDiscardFramebufferEXT() since we never
719        //       create/compose layers that are not on screen with this
720        //       code path
721        // See LayerRenderer::destroyLayer(Layer*)
722
723        // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
724        mCaches.fboCache.put(current->fbo);
725        layer->setFbo(0);
726    }
727
728    dirtyClip();
729
730    // Failing to add the layer to the cache should happen only if the layer is too large
731    if (!mCaches.layerCache.put(layer)) {
732        LAYER_LOGD("Deleting layer");
733        layer->deleteTexture();
734        delete layer;
735    }
736}
737
738void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
739    float alpha = layer->getAlpha() / 255.0f;
740
741    mat4& transform = layer->getTransform();
742    if (!transform.isIdentity()) {
743        save(0);
744        mSnapshot->transform->multiply(transform);
745    }
746
747    setupDraw();
748    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
749        setupDrawWithTexture();
750    } else {
751        setupDrawWithExternalTexture();
752    }
753    setupDrawTextureTransform();
754    setupDrawColor(alpha, alpha, alpha, alpha);
755    setupDrawColorFilter();
756    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
757    setupDrawProgram();
758    setupDrawPureColorUniforms();
759    setupDrawColorFilterUniforms();
760    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
761        setupDrawTexture(layer->getTexture());
762    } else {
763        setupDrawExternalTexture(layer->getTexture());
764    }
765    if (mSnapshot->transform->isPureTranslate() &&
766            layer->getWidth() == (uint32_t) rect.getWidth() &&
767            layer->getHeight() == (uint32_t) rect.getHeight()) {
768        const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
769        const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
770
771        layer->setFilter(GL_NEAREST);
772        setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
773    } else {
774        layer->setFilter(GL_LINEAR);
775        setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
776    }
777    setupDrawTextureTransformUniforms(layer->getTexTransform());
778    setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
779
780    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
781
782    finishDrawTexture();
783
784    if (!transform.isIdentity()) {
785        restore();
786    }
787}
788
789void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
790    if (!layer->isTextureLayer()) {
791        const Rect& texCoords = layer->texCoords;
792        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
793                texCoords.right, texCoords.bottom);
794
795        float x = rect.left;
796        float y = rect.top;
797        bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
798                layer->getWidth() == (uint32_t) rect.getWidth() &&
799                layer->getHeight() == (uint32_t) rect.getHeight();
800
801        if (simpleTransform) {
802            // When we're swapping, the layer is already in screen coordinates
803            if (!swap) {
804                x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
805                y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
806            }
807
808            layer->setFilter(GL_NEAREST, true);
809        } else {
810            layer->setFilter(GL_LINEAR, true);
811        }
812
813        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
814                layer->getTexture(), layer->getAlpha() / 255.0f,
815                layer->getMode(), layer->isBlend(),
816                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
817                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
818
819        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
820    } else {
821        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
822        drawTextureLayer(layer, rect);
823        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
824    }
825}
826
827void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
828#if RENDER_LAYERS_AS_REGIONS
829    if (layer->region.isRect()) {
830        layer->setRegionAsRect();
831
832        composeLayerRect(layer, layer->regionRect);
833
834        layer->region.clear();
835        return;
836    }
837
838    // TODO: See LayerRenderer.cpp::generateMesh() for important
839    //       information about this implementation
840    if (CC_LIKELY(!layer->region.isEmpty())) {
841        size_t count;
842        const android::Rect* rects = layer->region.getArray(&count);
843
844        const float alpha = layer->getAlpha() / 255.0f;
845        const float texX = 1.0f / float(layer->getWidth());
846        const float texY = 1.0f / float(layer->getHeight());
847        const float height = rect.getHeight();
848
849        TextureVertex* mesh = mCaches.getRegionMesh();
850        GLsizei numQuads = 0;
851
852        setupDraw();
853        setupDrawWithTexture();
854        setupDrawColor(alpha, alpha, alpha, alpha);
855        setupDrawColorFilter();
856        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
857        setupDrawProgram();
858        setupDrawDirtyRegionsDisabled();
859        setupDrawPureColorUniforms();
860        setupDrawColorFilterUniforms();
861        setupDrawTexture(layer->getTexture());
862        if (mSnapshot->transform->isPureTranslate()) {
863            const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
864            const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
865
866            layer->setFilter(GL_NEAREST);
867            setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
868        } else {
869            layer->setFilter(GL_LINEAR);
870            setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
871        }
872        setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
873
874        for (size_t i = 0; i < count; i++) {
875            const android::Rect* r = &rects[i];
876
877            const float u1 = r->left * texX;
878            const float v1 = (height - r->top) * texY;
879            const float u2 = r->right * texX;
880            const float v2 = (height - r->bottom) * texY;
881
882            // TODO: Reject quads outside of the clip
883            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
884            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
885            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
886            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
887
888            numQuads++;
889
890            if (numQuads >= REGION_MESH_QUAD_COUNT) {
891                glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
892                numQuads = 0;
893                mesh = mCaches.getRegionMesh();
894            }
895        }
896
897        if (numQuads > 0) {
898            glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
899        }
900
901        finishDrawTexture();
902
903#if DEBUG_LAYERS_AS_REGIONS
904        drawRegionRects(layer->region);
905#endif
906
907        layer->region.clear();
908    }
909#else
910    composeLayerRect(layer, rect);
911#endif
912}
913
914void OpenGLRenderer::drawRegionRects(const Region& region) {
915#if DEBUG_LAYERS_AS_REGIONS
916    size_t count;
917    const android::Rect* rects = region.getArray(&count);
918
919    uint32_t colors[] = {
920            0x7fff0000, 0x7f00ff00,
921            0x7f0000ff, 0x7fff00ff,
922    };
923
924    int offset = 0;
925    int32_t top = rects[0].top;
926
927    for (size_t i = 0; i < count; i++) {
928        if (top != rects[i].top) {
929            offset ^= 0x2;
930            top = rects[i].top;
931        }
932
933        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
934        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
935                SkXfermode::kSrcOver_Mode);
936    }
937#endif
938}
939
940void OpenGLRenderer::dirtyLayer(const float left, const float top,
941        const float right, const float bottom, const mat4 transform) {
942#if RENDER_LAYERS_AS_REGIONS
943    if (hasLayer()) {
944        Rect bounds(left, top, right, bottom);
945        transform.mapRect(bounds);
946        dirtyLayerUnchecked(bounds, getRegion());
947    }
948#endif
949}
950
951void OpenGLRenderer::dirtyLayer(const float left, const float top,
952        const float right, const float bottom) {
953#if RENDER_LAYERS_AS_REGIONS
954    if (hasLayer()) {
955        Rect bounds(left, top, right, bottom);
956        dirtyLayerUnchecked(bounds, getRegion());
957    }
958#endif
959}
960
961void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
962#if RENDER_LAYERS_AS_REGIONS
963    if (bounds.intersect(*mSnapshot->clipRect)) {
964        bounds.snapToPixelBoundaries();
965        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
966        if (!dirty.isEmpty()) {
967            region->orSelf(dirty);
968        }
969    }
970#endif
971}
972
973void OpenGLRenderer::clearLayerRegions() {
974    const size_t count = mLayers.size();
975    if (count == 0) return;
976
977    if (!mSnapshot->isIgnored()) {
978        // Doing several glScissor/glClear here can negatively impact
979        // GPUs with a tiler architecture, instead we draw quads with
980        // the Clear blending mode
981
982        // The list contains bounds that have already been clipped
983        // against their initial clip rect, and the current clip
984        // is likely different so we need to disable clipping here
985        mCaches.disableScissor();
986
987        Vertex mesh[count * 6];
988        Vertex* vertex = mesh;
989
990        for (uint32_t i = 0; i < count; i++) {
991            Rect* bounds = mLayers.itemAt(i);
992
993            Vertex::set(vertex++, bounds->left, bounds->bottom);
994            Vertex::set(vertex++, bounds->left, bounds->top);
995            Vertex::set(vertex++, bounds->right, bounds->top);
996            Vertex::set(vertex++, bounds->left, bounds->bottom);
997            Vertex::set(vertex++, bounds->right, bounds->top);
998            Vertex::set(vertex++, bounds->right, bounds->bottom);
999
1000            delete bounds;
1001        }
1002
1003        setupDraw(false);
1004        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1005        setupDrawBlending(true, SkXfermode::kClear_Mode);
1006        setupDrawProgram();
1007        setupDrawPureColorUniforms();
1008        setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
1009        setupDrawVertices(&mesh[0].position[0]);
1010
1011        glDrawArrays(GL_TRIANGLES, 0, count * 6);
1012    } else {
1013        for (uint32_t i = 0; i < count; i++) {
1014            delete mLayers.itemAt(i);
1015        }
1016    }
1017
1018    mLayers.clear();
1019}
1020
1021///////////////////////////////////////////////////////////////////////////////
1022// Transforms
1023///////////////////////////////////////////////////////////////////////////////
1024
1025void OpenGLRenderer::translate(float dx, float dy) {
1026    mSnapshot->transform->translate(dx, dy, 0.0f);
1027}
1028
1029void OpenGLRenderer::rotate(float degrees) {
1030    mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
1031}
1032
1033void OpenGLRenderer::scale(float sx, float sy) {
1034    mSnapshot->transform->scale(sx, sy, 1.0f);
1035}
1036
1037void OpenGLRenderer::skew(float sx, float sy) {
1038    mSnapshot->transform->skew(sx, sy);
1039}
1040
1041void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1042    if (matrix) {
1043        mSnapshot->transform->load(*matrix);
1044    } else {
1045        mSnapshot->transform->loadIdentity();
1046    }
1047}
1048
1049void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1050    mSnapshot->transform->copyTo(*matrix);
1051}
1052
1053void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1054    SkMatrix transform;
1055    mSnapshot->transform->copyTo(transform);
1056    transform.preConcat(*matrix);
1057    mSnapshot->transform->load(transform);
1058}
1059
1060///////////////////////////////////////////////////////////////////////////////
1061// Clipping
1062///////////////////////////////////////////////////////////////////////////////
1063
1064void OpenGLRenderer::setScissorFromClip() {
1065    Rect clip(*mSnapshot->clipRect);
1066    clip.snapToPixelBoundaries();
1067
1068    mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1069            clip.getWidth(), clip.getHeight());
1070
1071    mDirtyClip = false;
1072}
1073
1074const Rect& OpenGLRenderer::getClipBounds() {
1075    return mSnapshot->getLocalClip();
1076}
1077
1078bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
1079    if (mSnapshot->isIgnored()) {
1080        return true;
1081    }
1082
1083    Rect r(left, top, right, bottom);
1084    mSnapshot->transform->mapRect(r);
1085    r.snapToPixelBoundaries();
1086
1087    Rect clipRect(*mSnapshot->clipRect);
1088    clipRect.snapToPixelBoundaries();
1089
1090    bool rejected = !clipRect.intersects(r);
1091    if (!isDeferred() && !rejected) {
1092        mCaches.setScissorEnabled(!clipRect.contains(r));
1093    }
1094
1095    return rejected;
1096}
1097
1098bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1099    bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1100    if (clipped) {
1101        dirtyClip();
1102    }
1103    return !mSnapshot->clipRect->isEmpty();
1104}
1105
1106Rect* OpenGLRenderer::getClipRect() {
1107    return mSnapshot->clipRect;
1108}
1109
1110///////////////////////////////////////////////////////////////////////////////
1111// Drawing commands
1112///////////////////////////////////////////////////////////////////////////////
1113
1114void OpenGLRenderer::setupDraw(bool clear) {
1115    if (clear) clearLayerRegions();
1116    if (mDirtyClip) {
1117        setScissorFromClip();
1118    }
1119    mDescription.reset();
1120    mSetShaderColor = false;
1121    mColorSet = false;
1122    mColorA = mColorR = mColorG = mColorB = 0.0f;
1123    mTextureUnit = 0;
1124    mTrackDirtyRegions = true;
1125}
1126
1127void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1128    mDescription.hasTexture = true;
1129    mDescription.hasAlpha8Texture = isAlpha8;
1130}
1131
1132void OpenGLRenderer::setupDrawWithExternalTexture() {
1133    mDescription.hasExternalTexture = true;
1134}
1135
1136void OpenGLRenderer::setupDrawNoTexture() {
1137    mCaches.disbaleTexCoordsVertexArray();
1138}
1139
1140void OpenGLRenderer::setupDrawAALine() {
1141    mDescription.isAA = true;
1142}
1143
1144void OpenGLRenderer::setupDrawPoint(float pointSize) {
1145    mDescription.isPoint = true;
1146    mDescription.pointSize = pointSize;
1147}
1148
1149void OpenGLRenderer::setupDrawColor(int color) {
1150    setupDrawColor(color, (color >> 24) & 0xFF);
1151}
1152
1153void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1154    mColorA = alpha / 255.0f;
1155    // Second divide of a by 255 is an optimization, allowing us to simply multiply
1156    // the rgb values by a instead of also dividing by 255
1157    const float a = mColorA / 255.0f;
1158    mColorR = a * ((color >> 16) & 0xFF);
1159    mColorG = a * ((color >>  8) & 0xFF);
1160    mColorB = a * ((color      ) & 0xFF);
1161    mColorSet = true;
1162    mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
1163}
1164
1165void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1166    mColorA = alpha / 255.0f;
1167    // Double-divide of a by 255 is an optimization, allowing us to simply multiply
1168    // the rgb values by a instead of also dividing by 255
1169    const float a = mColorA / 255.0f;
1170    mColorR = a * ((color >> 16) & 0xFF);
1171    mColorG = a * ((color >>  8) & 0xFF);
1172    mColorB = a * ((color      ) & 0xFF);
1173    mColorSet = true;
1174    mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
1175}
1176
1177void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1178    mColorA = a;
1179    mColorR = r;
1180    mColorG = g;
1181    mColorB = b;
1182    mColorSet = true;
1183    mSetShaderColor = mDescription.setColor(r, g, b, a);
1184}
1185
1186void OpenGLRenderer::setupDrawShader() {
1187    if (mShader) {
1188        mShader->describe(mDescription, mCaches.extensions);
1189    }
1190}
1191
1192void OpenGLRenderer::setupDrawColorFilter() {
1193    if (mColorFilter) {
1194        mColorFilter->describe(mDescription, mCaches.extensions);
1195    }
1196}
1197
1198void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1199    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1200        mColorA = 1.0f;
1201        mColorR = mColorG = mColorB = 0.0f;
1202        mSetShaderColor = mDescription.modulate = true;
1203    }
1204}
1205
1206void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1207    // When the blending mode is kClear_Mode, we need to use a modulate color
1208    // argb=1,0,0,0
1209    accountForClear(mode);
1210    chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1211            mDescription, swapSrcDst);
1212}
1213
1214void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1215    // When the blending mode is kClear_Mode, we need to use a modulate color
1216    // argb=1,0,0,0
1217    accountForClear(mode);
1218    chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
1219            mDescription, swapSrcDst);
1220}
1221
1222void OpenGLRenderer::setupDrawProgram() {
1223    useProgram(mCaches.programCache.get(mDescription));
1224}
1225
1226void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1227    mTrackDirtyRegions = false;
1228}
1229
1230void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
1231        bool ignoreTransform) {
1232    mModelView.loadTranslate(left, top, 0.0f);
1233    if (!ignoreTransform) {
1234        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1235        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1236    } else {
1237        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1238        if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1239    }
1240}
1241
1242void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
1243    mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
1244}
1245
1246void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
1247        bool ignoreTransform, bool ignoreModelView) {
1248    if (!ignoreModelView) {
1249        mModelView.loadTranslate(left, top, 0.0f);
1250        mModelView.scale(right - left, bottom - top, 1.0f);
1251    } else {
1252        mModelView.loadIdentity();
1253    }
1254    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1255    if (!ignoreTransform) {
1256        mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
1257        if (mTrackDirtyRegions && dirty) {
1258            dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1259        }
1260    } else {
1261        mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
1262        if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
1263    }
1264}
1265
1266void OpenGLRenderer::setupDrawPointUniforms() {
1267    int slot = mCaches.currentProgram->getUniform("pointSize");
1268    glUniform1f(slot, mDescription.pointSize);
1269}
1270
1271void OpenGLRenderer::setupDrawColorUniforms() {
1272    if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) {
1273        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1274    }
1275}
1276
1277void OpenGLRenderer::setupDrawPureColorUniforms() {
1278    if (mSetShaderColor) {
1279        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1280    }
1281}
1282
1283void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1284    if (mShader) {
1285        if (ignoreTransform) {
1286            mModelView.loadInverse(*mSnapshot->transform);
1287        }
1288        mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
1289    }
1290}
1291
1292void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
1293    if (mShader) {
1294        mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
1295    }
1296}
1297
1298void OpenGLRenderer::setupDrawColorFilterUniforms() {
1299    if (mColorFilter) {
1300        mColorFilter->setupProgram(mCaches.currentProgram);
1301    }
1302}
1303
1304void OpenGLRenderer::setupDrawSimpleMesh() {
1305    bool force = mCaches.bindMeshBuffer();
1306    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0);
1307    mCaches.unbindIndicesBuffer();
1308}
1309
1310void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1311    bindTexture(texture);
1312    mTextureUnit++;
1313    mCaches.enableTexCoordsVertexArray();
1314}
1315
1316void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
1317    bindExternalTexture(texture);
1318    mTextureUnit++;
1319    mCaches.enableTexCoordsVertexArray();
1320}
1321
1322void OpenGLRenderer::setupDrawTextureTransform() {
1323    mDescription.hasTextureTransform = true;
1324}
1325
1326void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
1327    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
1328            GL_FALSE, &transform.data[0]);
1329}
1330
1331void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
1332    bool force = false;
1333    if (!vertices) {
1334        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
1335    } else {
1336        force = mCaches.unbindMeshBuffer();
1337    }
1338
1339    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1340    if (mCaches.currentProgram->texCoords >= 0) {
1341        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1342    }
1343
1344    mCaches.unbindIndicesBuffer();
1345}
1346
1347void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) {
1348    bool force = mCaches.unbindMeshBuffer();
1349    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices);
1350    if (mCaches.currentProgram->texCoords >= 0) {
1351        mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords);
1352    }
1353}
1354
1355void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
1356    bool force = mCaches.unbindMeshBuffer();
1357    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1358            vertices, gVertexStride);
1359    mCaches.unbindIndicesBuffer();
1360}
1361
1362/**
1363 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
1364 * outer boundary that fades out to 0. The variables set in the shader define the proportion of
1365 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
1366 * attributes (one per vertex) are values from zero to one that tells the fragment
1367 * shader where the fragment is in relation to the line width/length overall; these values are
1368 * then used to compute the proper color, based on whether the fragment lies in the fading AA
1369 * region of the line.
1370 * Note that we only pass down the width values in this setup function. The length coordinates
1371 * are set up for each individual segment.
1372 */
1373void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
1374        GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) {
1375    bool force = mCaches.unbindMeshBuffer();
1376    mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position,
1377            vertices, gAAVertexStride);
1378    mCaches.resetTexCoordsVertexPointer();
1379    mCaches.unbindIndicesBuffer();
1380
1381    widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
1382    glEnableVertexAttribArray(widthSlot);
1383    glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
1384
1385    lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
1386    glEnableVertexAttribArray(lengthSlot);
1387    glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
1388
1389    int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
1390    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
1391
1392    // Setting the inverse value saves computations per-fragment in the shader
1393    int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
1394    glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion);
1395}
1396
1397void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) {
1398    glDisableVertexAttribArray(widthSlot);
1399    glDisableVertexAttribArray(lengthSlot);
1400}
1401
1402void OpenGLRenderer::finishDrawTexture() {
1403}
1404
1405///////////////////////////////////////////////////////////////////////////////
1406// Drawing
1407///////////////////////////////////////////////////////////////////////////////
1408
1409status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList,
1410        Rect& dirty, int32_t flags, uint32_t level) {
1411
1412    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
1413    // will be performed by the display list itself
1414    if (displayList && displayList->isRenderable()) {
1415        return displayList->replay(*this, dirty, flags, level);
1416    }
1417
1418    return DrawGlInfo::kStatusDone;
1419}
1420
1421void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
1422    if (displayList) {
1423        displayList->output(*this, level);
1424    }
1425}
1426
1427void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
1428    int alpha;
1429    SkXfermode::Mode mode;
1430    getAlphaAndMode(paint, &alpha, &mode);
1431
1432    float x = left;
1433    float y = top;
1434
1435    GLenum filter = GL_LINEAR;
1436    bool ignoreTransform = false;
1437    if (mSnapshot->transform->isPureTranslate()) {
1438        x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1439        y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1440        ignoreTransform = true;
1441        filter = GL_NEAREST;
1442    } else {
1443        filter = FILTER(paint);
1444    }
1445
1446    setupDraw();
1447    setupDrawWithTexture(true);
1448    if (paint) {
1449        setupDrawAlpha8Color(paint->getColor(), alpha);
1450    }
1451    setupDrawColorFilter();
1452    setupDrawShader();
1453    setupDrawBlending(true, mode);
1454    setupDrawProgram();
1455    setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
1456
1457    setupDrawTexture(texture->id);
1458    texture->setWrap(GL_CLAMP_TO_EDGE);
1459    texture->setFilter(filter);
1460
1461    setupDrawPureColorUniforms();
1462    setupDrawColorFilterUniforms();
1463    setupDrawShaderUniforms();
1464    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
1465
1466    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1467
1468    finishDrawTexture();
1469}
1470
1471status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1472    const float right = left + bitmap->width();
1473    const float bottom = top + bitmap->height();
1474
1475    if (quickReject(left, top, right, bottom)) {
1476        return DrawGlInfo::kStatusDone;
1477    }
1478
1479    mCaches.activeTexture(0);
1480    Texture* texture = mCaches.textureCache.get(bitmap);
1481    if (!texture) return DrawGlInfo::kStatusDone;
1482    const AutoTexture autoCleanup(texture);
1483
1484    if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) {
1485        drawAlphaBitmap(texture, left, top, paint);
1486    } else {
1487        drawTextureRect(left, top, right, bottom, texture, paint);
1488    }
1489
1490    return DrawGlInfo::kStatusDrew;
1491}
1492
1493status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
1494    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
1495    const mat4 transform(*matrix);
1496    transform.mapRect(r);
1497
1498    if (quickReject(r.left, r.top, r.right, r.bottom)) {
1499        return DrawGlInfo::kStatusDone;
1500    }
1501
1502    mCaches.activeTexture(0);
1503    Texture* texture = mCaches.textureCache.get(bitmap);
1504    if (!texture) return DrawGlInfo::kStatusDone;
1505    const AutoTexture autoCleanup(texture);
1506
1507    // This could be done in a cheaper way, all we need is pass the matrix
1508    // to the vertex shader. The save/restore is a bit overkill.
1509    save(SkCanvas::kMatrix_SaveFlag);
1510    concatMatrix(matrix);
1511    drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
1512    restore();
1513
1514    return DrawGlInfo::kStatusDrew;
1515}
1516
1517status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
1518    const float right = left + bitmap->width();
1519    const float bottom = top + bitmap->height();
1520
1521    if (quickReject(left, top, right, bottom)) {
1522        return DrawGlInfo::kStatusDone;
1523    }
1524
1525    mCaches.activeTexture(0);
1526    Texture* texture = mCaches.textureCache.getTransient(bitmap);
1527    const AutoTexture autoCleanup(texture);
1528
1529    drawTextureRect(left, top, right, bottom, texture, paint);
1530
1531    return DrawGlInfo::kStatusDrew;
1532}
1533
1534status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
1535        float* vertices, int* colors, SkPaint* paint) {
1536    // TODO: Do a quickReject
1537    if (!vertices || mSnapshot->isIgnored()) {
1538        return DrawGlInfo::kStatusDone;
1539    }
1540
1541    mCaches.activeTexture(0);
1542    Texture* texture = mCaches.textureCache.get(bitmap);
1543    if (!texture) return DrawGlInfo::kStatusDone;
1544    const AutoTexture autoCleanup(texture);
1545
1546    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1547    texture->setFilter(FILTER(paint), true);
1548
1549    int alpha;
1550    SkXfermode::Mode mode;
1551    getAlphaAndMode(paint, &alpha, &mode);
1552
1553    const uint32_t count = meshWidth * meshHeight * 6;
1554
1555    float left = FLT_MAX;
1556    float top = FLT_MAX;
1557    float right = FLT_MIN;
1558    float bottom = FLT_MIN;
1559
1560#if RENDER_LAYERS_AS_REGIONS
1561    const bool hasActiveLayer = hasLayer();
1562#else
1563    const bool hasActiveLayer = false;
1564#endif
1565
1566    // TODO: Support the colors array
1567    TextureVertex mesh[count];
1568    TextureVertex* vertex = mesh;
1569    for (int32_t y = 0; y < meshHeight; y++) {
1570        for (int32_t x = 0; x < meshWidth; x++) {
1571            uint32_t i = (y * (meshWidth + 1) + x) * 2;
1572
1573            float u1 = float(x) / meshWidth;
1574            float u2 = float(x + 1) / meshWidth;
1575            float v1 = float(y) / meshHeight;
1576            float v2 = float(y + 1) / meshHeight;
1577
1578            int ax = i + (meshWidth + 1) * 2;
1579            int ay = ax + 1;
1580            int bx = i;
1581            int by = bx + 1;
1582            int cx = i + 2;
1583            int cy = cx + 1;
1584            int dx = i + (meshWidth + 1) * 2 + 2;
1585            int dy = dx + 1;
1586
1587            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1588            TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
1589            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1590
1591            TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
1592            TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
1593            TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
1594
1595#if RENDER_LAYERS_AS_REGIONS
1596            if (hasActiveLayer) {
1597                // TODO: This could be optimized to avoid unnecessary ops
1598                left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
1599                top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
1600                right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
1601                bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
1602            }
1603#endif
1604        }
1605    }
1606
1607#if RENDER_LAYERS_AS_REGIONS
1608    if (hasActiveLayer) {
1609        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1610    }
1611#endif
1612
1613    drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
1614            mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
1615            GL_TRIANGLES, count, false, false, 0, false, false);
1616
1617    return DrawGlInfo::kStatusDrew;
1618}
1619
1620status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
1621         float srcLeft, float srcTop, float srcRight, float srcBottom,
1622         float dstLeft, float dstTop, float dstRight, float dstBottom,
1623         SkPaint* paint) {
1624    if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
1625        return DrawGlInfo::kStatusDone;
1626    }
1627
1628    mCaches.activeTexture(0);
1629    Texture* texture = mCaches.textureCache.get(bitmap);
1630    if (!texture) return DrawGlInfo::kStatusDone;
1631    const AutoTexture autoCleanup(texture);
1632
1633    const float width = texture->width;
1634    const float height = texture->height;
1635
1636    const float u1 = fmax(0.0f, srcLeft / width);
1637    const float v1 = fmax(0.0f, srcTop / height);
1638    const float u2 = fmin(1.0f, srcRight / width);
1639    const float v2 = fmin(1.0f, srcBottom / height);
1640
1641    mCaches.unbindMeshBuffer();
1642    resetDrawTextureTexCoords(u1, v1, u2, v2);
1643
1644    int alpha;
1645    SkXfermode::Mode mode;
1646    getAlphaAndMode(paint, &alpha, &mode);
1647
1648    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1649
1650    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
1651        const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
1652        const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
1653
1654        GLenum filter = GL_NEAREST;
1655        // Enable linear filtering if the source rectangle is scaled
1656        if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
1657            filter = FILTER(paint);
1658        }
1659
1660        texture->setFilter(filter, true);
1661        drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
1662                texture->id, alpha / 255.0f, mode, texture->blend,
1663                &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1664                GL_TRIANGLE_STRIP, gMeshCount, false, true);
1665    } else {
1666        texture->setFilter(FILTER(paint), true);
1667        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
1668                mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
1669                GL_TRIANGLE_STRIP, gMeshCount);
1670    }
1671
1672    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1673
1674    return DrawGlInfo::kStatusDrew;
1675}
1676
1677status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
1678        const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
1679        float left, float top, float right, float bottom, SkPaint* paint) {
1680    if (quickReject(left, top, right, bottom)) {
1681        return DrawGlInfo::kStatusDone;
1682    }
1683
1684    mCaches.activeTexture(0);
1685    Texture* texture = mCaches.textureCache.get(bitmap);
1686    if (!texture) return DrawGlInfo::kStatusDone;
1687    const AutoTexture autoCleanup(texture);
1688    texture->setWrap(GL_CLAMP_TO_EDGE, true);
1689    texture->setFilter(GL_LINEAR, true);
1690
1691    int alpha;
1692    SkXfermode::Mode mode;
1693    getAlphaAndMode(paint, &alpha, &mode);
1694
1695    const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
1696            right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
1697
1698    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
1699        const bool pureTranslate = mSnapshot->transform->isPureTranslate();
1700#if RENDER_LAYERS_AS_REGIONS
1701        // Mark the current layer dirty where we are going to draw the patch
1702        if (hasLayer() && mesh->hasEmptyQuads) {
1703            const float offsetX = left + mSnapshot->transform->getTranslateX();
1704            const float offsetY = top + mSnapshot->transform->getTranslateY();
1705            const size_t count = mesh->quads.size();
1706            for (size_t i = 0; i < count; i++) {
1707                const Rect& bounds = mesh->quads.itemAt(i);
1708                if (CC_LIKELY(pureTranslate)) {
1709                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
1710                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
1711                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
1712                } else {
1713                    dirtyLayer(left + bounds.left, top + bounds.top,
1714                            left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
1715                }
1716            }
1717        }
1718#endif
1719
1720        if (CC_LIKELY(pureTranslate)) {
1721            const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
1722            const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
1723
1724            drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
1725                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1726                    GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
1727                    true, !mesh->hasEmptyQuads);
1728        } else {
1729            drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
1730                    mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
1731                    GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
1732                    true, !mesh->hasEmptyQuads);
1733        }
1734    }
1735
1736    return DrawGlInfo::kStatusDrew;
1737}
1738
1739/**
1740 * This function uses a similar approach to that of AA lines in the drawLines() function.
1741 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
1742 * shader to compute the translucency of the color, determined by whether a given pixel is
1743 * within that boundary region and how far into the region it is.
1744 */
1745void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
1746        int color, SkXfermode::Mode mode) {
1747    float inverseScaleX = 1.0f;
1748    float inverseScaleY = 1.0f;
1749    // The quad that we use needs to account for scaling.
1750    if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1751        Matrix4 *mat = mSnapshot->transform;
1752        float m00 = mat->data[Matrix4::kScaleX];
1753        float m01 = mat->data[Matrix4::kSkewY];
1754        float m02 = mat->data[2];
1755        float m10 = mat->data[Matrix4::kSkewX];
1756        float m11 = mat->data[Matrix4::kScaleX];
1757        float m12 = mat->data[6];
1758        float scaleX = sqrt(m00 * m00 + m01 * m01);
1759        float scaleY = sqrt(m10 * m10 + m11 * m11);
1760        inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1761        inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1762    }
1763
1764    setupDraw();
1765    setupDrawNoTexture();
1766    setupDrawAALine();
1767    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
1768    setupDrawColorFilter();
1769    setupDrawShader();
1770    setupDrawBlending(true, mode);
1771    setupDrawProgram();
1772    setupDrawModelViewIdentity(true);
1773    setupDrawColorUniforms();
1774    setupDrawColorFilterUniforms();
1775    setupDrawShaderIdentityUniforms();
1776
1777    AAVertex rects[4];
1778    AAVertex* aaVertices = &rects[0];
1779    void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1780    void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1781
1782    float boundarySizeX = .5 * inverseScaleX;
1783    float boundarySizeY = .5 * inverseScaleY;
1784
1785    // Adjust the rect by the AA boundary padding
1786    left -= boundarySizeX;
1787    right += boundarySizeX;
1788    top -= boundarySizeY;
1789    bottom += boundarySizeY;
1790
1791    float width = right - left;
1792    float height = bottom - top;
1793
1794    int widthSlot;
1795    int lengthSlot;
1796
1797    float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
1798    float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
1799    setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1800            boundaryWidthProportion, widthSlot, lengthSlot);
1801
1802    int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
1803    int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
1804    glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
1805    glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion));
1806
1807    if (!quickReject(left, top, right, bottom)) {
1808        AAVertex::set(aaVertices++, left, bottom, 1, 1);
1809        AAVertex::set(aaVertices++, left, top, 1, 0);
1810        AAVertex::set(aaVertices++, right, bottom, 0, 1);
1811        AAVertex::set(aaVertices++, right, top, 0, 0);
1812        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
1813        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1814    }
1815
1816    finishDrawAALine(widthSlot, lengthSlot);
1817}
1818
1819/**
1820 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
1821 * rules for those lines produces some unexpected results, and may vary between hardware devices.
1822 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
1823 * corners of the quads on either side of each line endpoint, separated by the strokeWidth
1824 * of the line. Hairlines are more involved because we need to account for transform scaling
1825 * to end up with a one-pixel-wide line in screen space..
1826 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
1827 * in combination with values that we calculate and pass down in this method. The basic approach
1828 * is that the quad we create contains both the core line area plus a bounding area in which
1829 * the translucent/AA pixels are drawn. The values we calculate tell the shader what
1830 * proportion of the width and the length of a given segment is represented by the boundary
1831 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
1832 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
1833 * on the inside). This ends up giving the result we want, with pixels that are completely
1834 * 'inside' the line area being filled opaquely and the other pixels being filled according to
1835 * how far into the boundary region they are, which is determined by shader interpolation.
1836 */
1837status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
1838    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
1839
1840    const bool isAA = paint->isAntiAlias();
1841    // We use half the stroke width here because we're going to position the quad
1842    // corner vertices half of the width away from the line endpoints
1843    float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
1844    // A stroke width of 0 has a special meaning in Skia:
1845    // it draws a line 1 px wide regardless of current transform
1846    bool isHairLine = paint->getStrokeWidth() == 0.0f;
1847
1848    float inverseScaleX = 1.0f;
1849    float inverseScaleY = 1.0f;
1850    bool scaled = false;
1851
1852    int alpha;
1853    SkXfermode::Mode mode;
1854
1855    int generatedVerticesCount = 0;
1856    int verticesCount = count;
1857    if (count > 4) {
1858        // Polyline: account for extra vertices needed for continuous tri-strip
1859        verticesCount += (count - 4);
1860    }
1861
1862    if (isHairLine || isAA) {
1863        // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
1864        // the line on the screen should always be one pixel wide regardless of scale. For
1865        // AA lines, we only want one pixel of translucent boundary around the quad.
1866        if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) {
1867            Matrix4 *mat = mSnapshot->transform;
1868            float m00 = mat->data[Matrix4::kScaleX];
1869            float m01 = mat->data[Matrix4::kSkewY];
1870            float m02 = mat->data[2];
1871            float m10 = mat->data[Matrix4::kSkewX];
1872            float m11 = mat->data[Matrix4::kScaleX];
1873            float m12 = mat->data[6];
1874
1875            float scaleX = sqrtf(m00 * m00 + m01 * m01);
1876            float scaleY = sqrtf(m10 * m10 + m11 * m11);
1877
1878            inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
1879            inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
1880
1881            if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
1882                scaled = true;
1883            }
1884        }
1885    }
1886
1887    getAlphaAndMode(paint, &alpha, &mode);
1888    setupDraw();
1889    setupDrawNoTexture();
1890    if (isAA) {
1891        setupDrawAALine();
1892    }
1893    setupDrawColor(paint->getColor(), alpha);
1894    setupDrawColorFilter();
1895    setupDrawShader();
1896    setupDrawBlending(isAA, mode);
1897    setupDrawProgram();
1898    setupDrawModelViewIdentity(true);
1899    setupDrawColorUniforms();
1900    setupDrawColorFilterUniforms();
1901    setupDrawShaderIdentityUniforms();
1902
1903    if (isHairLine) {
1904        // Set a real stroke width to be used in quad construction
1905        halfStrokeWidth = isAA? 1 : .5;
1906    } else if (isAA && !scaled) {
1907        // Expand boundary to enable AA calculations on the quad border
1908        halfStrokeWidth += .5f;
1909    }
1910
1911    int widthSlot;
1912    int lengthSlot;
1913
1914    Vertex lines[verticesCount];
1915    Vertex* vertices = &lines[0];
1916
1917    AAVertex wLines[verticesCount];
1918    AAVertex* aaVertices = &wLines[0];
1919
1920    if (CC_UNLIKELY(!isAA)) {
1921        setupDrawVertices(vertices);
1922    } else {
1923        void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
1924        void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
1925        // innerProportion is the ratio of the inner (non-AA) part of the line to the total
1926        // AA stroke width (the base stroke width expanded by a half pixel on either side).
1927        // This value is used in the fragment shader to determine how to fill fragments.
1928        // We will need to calculate the actual width proportion on each segment for
1929        // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
1930        float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
1931        setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
1932                boundaryWidthProportion, widthSlot, lengthSlot);
1933    }
1934
1935    AAVertex* prevAAVertex = NULL;
1936    Vertex* prevVertex = NULL;
1937
1938    int boundaryLengthSlot = -1;
1939    int inverseBoundaryLengthSlot = -1;
1940    int boundaryWidthSlot = -1;
1941    int inverseBoundaryWidthSlot = -1;
1942
1943    for (int i = 0; i < count; i += 4) {
1944        // a = start point, b = end point
1945        vec2 a(points[i], points[i + 1]);
1946        vec2 b(points[i + 2], points[i + 3]);
1947
1948        float length = 0;
1949        float boundaryLengthProportion = 0;
1950        float boundaryWidthProportion = 0;
1951
1952        // Find the normal to the line
1953        vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
1954        if (isHairLine) {
1955            if (isAA) {
1956                float wideningFactor;
1957                if (fabs(n.x) >= fabs(n.y)) {
1958                    wideningFactor = fabs(1.0f / n.x);
1959                } else {
1960                    wideningFactor = fabs(1.0f / n.y);
1961                }
1962                n *= wideningFactor;
1963            }
1964
1965            if (scaled) {
1966                n.x *= inverseScaleX;
1967                n.y *= inverseScaleY;
1968            }
1969        } else if (scaled) {
1970            // Extend n by .5 pixel on each side, post-transform
1971            vec2 extendedN = n.copyNormalized();
1972            extendedN /= 2;
1973            extendedN.x *= inverseScaleX;
1974            extendedN.y *= inverseScaleY;
1975
1976            float extendedNLength = extendedN.length();
1977            // We need to set this value on the shader prior to drawing
1978            boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
1979            n += extendedN;
1980        }
1981
1982        float x = n.x;
1983        n.x = -n.y;
1984        n.y = x;
1985
1986        // aa lines expand the endpoint vertices to encompass the AA boundary
1987        if (isAA) {
1988            vec2 abVector = (b - a);
1989            length = abVector.length();
1990            abVector.normalize();
1991
1992            if (scaled) {
1993                abVector.x *= inverseScaleX;
1994                abVector.y *= inverseScaleY;
1995                float abLength = abVector.length();
1996                boundaryLengthProportion = abLength / (length + abLength);
1997            } else {
1998                boundaryLengthProportion = .5 / (length + 1);
1999            }
2000
2001            abVector /= 2;
2002            a -= abVector;
2003            b += abVector;
2004        }
2005
2006        // Four corners of the rectangle defining a thick line
2007        vec2 p1 = a - n;
2008        vec2 p2 = a + n;
2009        vec2 p3 = b + n;
2010        vec2 p4 = b - n;
2011
2012
2013        const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
2014        const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
2015        const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
2016        const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
2017
2018        if (!quickReject(left, top, right, bottom)) {
2019            if (!isAA) {
2020                if (prevVertex != NULL) {
2021                    // Issue two repeat vertices to create degenerate triangles to bridge
2022                    // between the previous line and the new one. This is necessary because
2023                    // we are creating a single triangle_strip which will contain
2024                    // potentially discontinuous line segments.
2025                    Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
2026                    Vertex::set(vertices++, p1.x, p1.y);
2027                    generatedVerticesCount += 2;
2028                }
2029
2030                Vertex::set(vertices++, p1.x, p1.y);
2031                Vertex::set(vertices++, p2.x, p2.y);
2032                Vertex::set(vertices++, p4.x, p4.y);
2033                Vertex::set(vertices++, p3.x, p3.y);
2034
2035                prevVertex = vertices - 1;
2036                generatedVerticesCount += 4;
2037            } else {
2038                if (!isHairLine && scaled) {
2039                    // Must set width proportions per-segment for scaled non-hairlines to use the
2040                    // correct AA boundary dimensions
2041                    if (boundaryWidthSlot < 0) {
2042                        boundaryWidthSlot =
2043                                mCaches.currentProgram->getUniform("boundaryWidth");
2044                        inverseBoundaryWidthSlot =
2045                                mCaches.currentProgram->getUniform("inverseBoundaryWidth");
2046                    }
2047
2048                    glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
2049                    glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
2050                }
2051
2052                if (boundaryLengthSlot < 0) {
2053                    boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
2054                    inverseBoundaryLengthSlot =
2055                            mCaches.currentProgram->getUniform("inverseBoundaryLength");
2056                }
2057
2058                glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
2059                glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
2060
2061                if (prevAAVertex != NULL) {
2062                    // Issue two repeat vertices to create degenerate triangles to bridge
2063                    // between the previous line and the new one. This is necessary because
2064                    // we are creating a single triangle_strip which will contain
2065                    // potentially discontinuous line segments.
2066                    AAVertex::set(aaVertices++,prevAAVertex->position[0],
2067                            prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
2068                    AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2069                    generatedVerticesCount += 2;
2070                }
2071
2072                AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
2073                AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
2074                AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
2075                AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
2076
2077                prevAAVertex = aaVertices - 1;
2078                generatedVerticesCount += 4;
2079            }
2080
2081            dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
2082                    a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
2083                    *mSnapshot->transform);
2084        }
2085    }
2086
2087    if (generatedVerticesCount > 0) {
2088       glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
2089    }
2090
2091    if (isAA) {
2092        finishDrawAALine(widthSlot, lengthSlot);
2093    }
2094
2095    return DrawGlInfo::kStatusDrew;
2096}
2097
2098status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2099    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2100
2101    // TODO: The paint's cap style defines whether the points are square or circular
2102    // TODO: Handle AA for round points
2103
2104    // A stroke width of 0 has a special meaning in Skia:
2105    // it draws an unscaled 1px point
2106    float strokeWidth = paint->getStrokeWidth();
2107    const bool isHairLine = paint->getStrokeWidth() == 0.0f;
2108    if (isHairLine) {
2109        // Now that we know it's hairline, we can set the effective width, to be used later
2110        strokeWidth = 1.0f;
2111    }
2112    const float halfWidth = strokeWidth / 2;
2113    int alpha;
2114    SkXfermode::Mode mode;
2115    getAlphaAndMode(paint, &alpha, &mode);
2116
2117    int verticesCount = count >> 1;
2118    int generatedVerticesCount = 0;
2119
2120    TextureVertex pointsData[verticesCount];
2121    TextureVertex* vertex = &pointsData[0];
2122
2123    setupDraw();
2124    setupDrawNoTexture();
2125    setupDrawPoint(strokeWidth);
2126    setupDrawColor(paint->getColor(), alpha);
2127    setupDrawColorFilter();
2128    setupDrawShader();
2129    setupDrawBlending(mode);
2130    setupDrawProgram();
2131    setupDrawModelViewIdentity(true);
2132    setupDrawColorUniforms();
2133    setupDrawColorFilterUniforms();
2134    setupDrawPointUniforms();
2135    setupDrawShaderIdentityUniforms();
2136    setupDrawMesh(vertex);
2137
2138    for (int i = 0; i < count; i += 2) {
2139        TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
2140        generatedVerticesCount++;
2141
2142        float left = points[i] - halfWidth;
2143        float right = points[i] + halfWidth;
2144        float top = points[i + 1] - halfWidth;
2145        float bottom = points [i + 1] + halfWidth;
2146
2147        dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
2148    }
2149
2150    glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
2151
2152    return DrawGlInfo::kStatusDrew;
2153}
2154
2155status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2156    // No need to check against the clip, we fill the clip region
2157    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2158
2159    Rect& clip(*mSnapshot->clipRect);
2160    clip.snapToPixelBoundaries();
2161
2162    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2163
2164    return DrawGlInfo::kStatusDrew;
2165}
2166
2167status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2168        SkPaint* paint) {
2169    if (!texture) return DrawGlInfo::kStatusDone;
2170    const AutoTexture autoCleanup(texture);
2171
2172    const float x = left + texture->left - texture->offset;
2173    const float y = top + texture->top - texture->offset;
2174
2175    drawPathTexture(texture, x, y, paint);
2176
2177    return DrawGlInfo::kStatusDrew;
2178}
2179
2180status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2181        float rx, float ry, SkPaint* paint) {
2182    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2183
2184    mCaches.activeTexture(0);
2185    const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
2186            right - left, bottom - top, rx, ry, paint);
2187    return drawShape(left, top, texture, paint);
2188}
2189
2190status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
2191    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2192
2193    mCaches.activeTexture(0);
2194    const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
2195    return drawShape(x - radius, y - radius, texture, paint);
2196}
2197
2198status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2199        SkPaint* paint) {
2200    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2201
2202    mCaches.activeTexture(0);
2203    const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
2204    return drawShape(left, top, texture, paint);
2205}
2206
2207status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2208        float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
2209    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2210
2211    if (fabs(sweepAngle) >= 360.0f) {
2212        return drawOval(left, top, right, bottom, paint);
2213    }
2214
2215    mCaches.activeTexture(0);
2216    const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
2217            startAngle, sweepAngle, useCenter, paint);
2218    return drawShape(left, top, texture, paint);
2219}
2220
2221status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
2222        SkPaint* paint) {
2223    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2224
2225    mCaches.activeTexture(0);
2226    const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
2227    return drawShape(left, top, texture, paint);
2228}
2229
2230status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2231    if (p->getStyle() != SkPaint::kFill_Style) {
2232        return drawRectAsShape(left, top, right, bottom, p);
2233    }
2234
2235    if (quickReject(left, top, right, bottom)) {
2236        return DrawGlInfo::kStatusDone;
2237    }
2238
2239    SkXfermode::Mode mode;
2240    if (!mCaches.extensions.hasFramebufferFetch()) {
2241        const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
2242        if (!isMode) {
2243            // Assume SRC_OVER
2244            mode = SkXfermode::kSrcOver_Mode;
2245        }
2246    } else {
2247        mode = getXfermode(p->getXfermode());
2248    }
2249
2250    int color = p->getColor();
2251    if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
2252        drawAARect(left, top, right, bottom, color, mode);
2253    } else {
2254        drawColorRect(left, top, right, bottom, color, mode);
2255    }
2256
2257    return DrawGlInfo::kStatusDrew;
2258}
2259
2260status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2261        const float* positions, SkPaint* paint) {
2262    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2263            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2264        return DrawGlInfo::kStatusDone;
2265    }
2266
2267    // NOTE: Skia does not support perspective transform on drawPosText yet
2268    if (!mSnapshot->transform->isSimple()) {
2269        return DrawGlInfo::kStatusDone;
2270    }
2271
2272    float x = 0.0f;
2273    float y = 0.0f;
2274    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2275    if (pureTranslate) {
2276        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2277        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2278    }
2279
2280    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2281    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2282            paint->getTextSize());
2283
2284    int alpha;
2285    SkXfermode::Mode mode;
2286    getAlphaAndMode(paint, &alpha, &mode);
2287
2288    // Pick the appropriate texture filtering
2289    bool linearFilter = mSnapshot->transform->changesBounds();
2290    if (pureTranslate && !linearFilter) {
2291        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2292    }
2293
2294    mCaches.activeTexture(0);
2295    setupDraw();
2296    setupDrawDirtyRegionsDisabled();
2297    setupDrawWithTexture(true);
2298    setupDrawAlpha8Color(paint->getColor(), alpha);
2299    setupDrawColorFilter();
2300    setupDrawShader();
2301    setupDrawBlending(true, mode);
2302    setupDrawProgram();
2303    setupDrawModelView(x, y, x, y, pureTranslate, true);
2304    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2305    setupDrawPureColorUniforms();
2306    setupDrawColorFilterUniforms();
2307    setupDrawShaderUniforms(pureTranslate);
2308
2309    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2310    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2311
2312#if RENDER_LAYERS_AS_REGIONS
2313    const bool hasActiveLayer = hasLayer();
2314#else
2315    const bool hasActiveLayer = false;
2316#endif
2317
2318    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2319            positions, hasActiveLayer ? &bounds : NULL)) {
2320#if RENDER_LAYERS_AS_REGIONS
2321        if (hasActiveLayer) {
2322            if (!pureTranslate) {
2323                mSnapshot->transform->mapRect(bounds);
2324            }
2325            dirtyLayerUnchecked(bounds, getRegion());
2326        }
2327#endif
2328    }
2329
2330    return DrawGlInfo::kStatusDrew;
2331}
2332
2333status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
2334        float x, float y, SkPaint* paint, float length) {
2335    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2336            (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) {
2337        return DrawGlInfo::kStatusDone;
2338    }
2339
2340    if (length < 0.0f) length = paint->measureText(text, bytesCount);
2341    switch (paint->getTextAlign()) {
2342        case SkPaint::kCenter_Align:
2343            x -= length / 2.0f;
2344            break;
2345        case SkPaint::kRight_Align:
2346            x -= length;
2347            break;
2348        default:
2349            break;
2350    }
2351
2352    SkPaint::FontMetrics metrics;
2353    paint->getFontMetrics(&metrics, 0.0f);
2354    if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) {
2355        return DrawGlInfo::kStatusDone;
2356    }
2357
2358    const float oldX = x;
2359    const float oldY = y;
2360    const bool pureTranslate = mSnapshot->transform->isPureTranslate();
2361    if (CC_LIKELY(pureTranslate)) {
2362        x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2363        y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2364    }
2365
2366#if DEBUG_GLYPHS
2367    ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface()));
2368#endif
2369
2370    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2371    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2372            paint->getTextSize());
2373
2374    int alpha;
2375    SkXfermode::Mode mode;
2376    getAlphaAndMode(paint, &alpha, &mode);
2377
2378    if (CC_UNLIKELY(mHasShadow)) {
2379        mCaches.activeTexture(0);
2380
2381        mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2382        const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2383                paint, text, bytesCount, count, mShadowRadius);
2384        const AutoTexture autoCleanup(shadow);
2385
2386        const float sx = oldX - shadow->left + mShadowDx;
2387        const float sy = oldY - shadow->top + mShadowDy;
2388
2389        const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2390        int shadowColor = mShadowColor;
2391        if (mShader) {
2392            shadowColor = 0xffffffff;
2393        }
2394
2395        setupDraw();
2396        setupDrawWithTexture(true);
2397        setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2398        setupDrawColorFilter();
2399        setupDrawShader();
2400        setupDrawBlending(true, mode);
2401        setupDrawProgram();
2402        setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
2403        setupDrawTexture(shadow->id);
2404        setupDrawPureColorUniforms();
2405        setupDrawColorFilterUniforms();
2406        setupDrawShaderUniforms();
2407        setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2408
2409        glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2410    }
2411
2412    // Pick the appropriate texture filtering
2413    bool linearFilter = mSnapshot->transform->changesBounds();
2414    if (pureTranslate && !linearFilter) {
2415        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2416    }
2417
2418    // The font renderer will always use texture unit 0
2419    mCaches.activeTexture(0);
2420    setupDraw();
2421    setupDrawDirtyRegionsDisabled();
2422    setupDrawWithTexture(true);
2423    setupDrawAlpha8Color(paint->getColor(), alpha);
2424    setupDrawColorFilter();
2425    setupDrawShader();
2426    setupDrawBlending(true, mode);
2427    setupDrawProgram();
2428    setupDrawModelView(x, y, x, y, pureTranslate, true);
2429    // See comment above; the font renderer must use texture unit 0
2430    // assert(mTextureUnit == 0)
2431    setupDrawTexture(fontRenderer.getTexture(linearFilter));
2432    setupDrawPureColorUniforms();
2433    setupDrawColorFilterUniforms();
2434    setupDrawShaderUniforms(pureTranslate);
2435
2436    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2437    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2438
2439#if RENDER_LAYERS_AS_REGIONS
2440    const bool hasActiveLayer = hasLayer();
2441#else
2442    const bool hasActiveLayer = false;
2443#endif
2444
2445    if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
2446            hasActiveLayer ? &bounds : NULL)) {
2447#if RENDER_LAYERS_AS_REGIONS
2448        if (hasActiveLayer) {
2449            if (!pureTranslate) {
2450                mSnapshot->transform->mapRect(bounds);
2451            }
2452            dirtyLayerUnchecked(bounds, getRegion());
2453        }
2454#endif
2455    }
2456
2457    drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
2458
2459    return DrawGlInfo::kStatusDrew;
2460}
2461
2462status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
2463        float hOffset, float vOffset, SkPaint* paint) {
2464    if (text == NULL || count == 0 || mSnapshot->isIgnored() ||
2465            (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
2466        return DrawGlInfo::kStatusDone;
2467    }
2468
2469    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2470    fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
2471            paint->getTextSize());
2472
2473    int alpha;
2474    SkXfermode::Mode mode;
2475    getAlphaAndMode(paint, &alpha, &mode);
2476
2477    mCaches.activeTexture(0);
2478    setupDraw();
2479    setupDrawDirtyRegionsDisabled();
2480    setupDrawWithTexture(true);
2481    setupDrawAlpha8Color(paint->getColor(), alpha);
2482    setupDrawColorFilter();
2483    setupDrawShader();
2484    setupDrawBlending(true, mode);
2485    setupDrawProgram();
2486    setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true);
2487    setupDrawTexture(fontRenderer.getTexture(true));
2488    setupDrawPureColorUniforms();
2489    setupDrawColorFilterUniforms();
2490    setupDrawShaderUniforms(false);
2491
2492    const Rect* clip = &mSnapshot->getLocalClip();
2493    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2494
2495#if RENDER_LAYERS_AS_REGIONS
2496    const bool hasActiveLayer = hasLayer();
2497#else
2498    const bool hasActiveLayer = false;
2499#endif
2500
2501    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
2502            hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) {
2503#if RENDER_LAYERS_AS_REGIONS
2504        if (hasActiveLayer) {
2505            mSnapshot->transform->mapRect(bounds);
2506            dirtyLayerUnchecked(bounds, getRegion());
2507        }
2508#endif
2509    }
2510
2511    return DrawGlInfo::kStatusDrew;
2512}
2513
2514status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
2515    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2516
2517    mCaches.activeTexture(0);
2518
2519    // TODO: Perform early clip test before we rasterize the path
2520    const PathTexture* texture = mCaches.pathCache.get(path, paint);
2521    if (!texture) return DrawGlInfo::kStatusDone;
2522    const AutoTexture autoCleanup(texture);
2523
2524    const float x = texture->left - texture->offset;
2525    const float y = texture->top - texture->offset;
2526
2527    drawPathTexture(texture, x, y, paint);
2528
2529    return DrawGlInfo::kStatusDrew;
2530}
2531
2532status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
2533    if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
2534        return DrawGlInfo::kStatusDone;
2535    }
2536
2537    if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) {
2538        OpenGLRenderer* renderer = layer->renderer;
2539        Rect& dirty = layer->dirtyRect;
2540
2541        interrupt();
2542        renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
2543        renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend());
2544        renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren);
2545        renderer->finish();
2546        resume();
2547
2548        dirty.setEmpty();
2549        layer->deferredUpdateScheduled = false;
2550        layer->renderer = NULL;
2551        layer->displayList = NULL;
2552    }
2553
2554    mCaches.activeTexture(0);
2555
2556    int alpha;
2557    SkXfermode::Mode mode;
2558    getAlphaAndMode(paint, &alpha, &mode);
2559
2560    layer->setAlpha(alpha, mode);
2561
2562#if RENDER_LAYERS_AS_REGIONS
2563    if (CC_LIKELY(!layer->region.isEmpty())) {
2564        if (layer->region.isRect()) {
2565            composeLayerRect(layer, layer->regionRect);
2566        } else if (layer->mesh) {
2567            const float a = alpha / 255.0f;
2568            const Rect& rect = layer->layer;
2569
2570            setupDraw();
2571            setupDrawWithTexture();
2572            setupDrawColor(a, a, a, a);
2573            setupDrawColorFilter();
2574            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
2575            setupDrawProgram();
2576            setupDrawPureColorUniforms();
2577            setupDrawColorFilterUniforms();
2578            setupDrawTexture(layer->getTexture());
2579            if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2580                x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
2581                y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
2582
2583                layer->setFilter(GL_NEAREST);
2584                setupDrawModelViewTranslate(x, y,
2585                        x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
2586            } else {
2587                layer->setFilter(GL_LINEAR);
2588                setupDrawModelViewTranslate(x, y,
2589                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
2590            }
2591            setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
2592
2593            glDrawElements(GL_TRIANGLES, layer->meshElementCount,
2594                    GL_UNSIGNED_SHORT, layer->meshIndices);
2595
2596            finishDrawTexture();
2597
2598#if DEBUG_LAYERS_AS_REGIONS
2599            drawRegionRects(layer->region);
2600#endif
2601        }
2602    }
2603#else
2604    const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
2605    composeLayerRect(layer, r);
2606#endif
2607
2608    return DrawGlInfo::kStatusDrew;
2609}
2610
2611///////////////////////////////////////////////////////////////////////////////
2612// Shaders
2613///////////////////////////////////////////////////////////////////////////////
2614
2615void OpenGLRenderer::resetShader() {
2616    mShader = NULL;
2617}
2618
2619void OpenGLRenderer::setupShader(SkiaShader* shader) {
2620    mShader = shader;
2621    if (mShader) {
2622        mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
2623    }
2624}
2625
2626///////////////////////////////////////////////////////////////////////////////
2627// Color filters
2628///////////////////////////////////////////////////////////////////////////////
2629
2630void OpenGLRenderer::resetColorFilter() {
2631    mColorFilter = NULL;
2632}
2633
2634void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
2635    mColorFilter = filter;
2636}
2637
2638///////////////////////////////////////////////////////////////////////////////
2639// Drop shadow
2640///////////////////////////////////////////////////////////////////////////////
2641
2642void OpenGLRenderer::resetShadow() {
2643    mHasShadow = false;
2644}
2645
2646void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
2647    mHasShadow = true;
2648    mShadowRadius = radius;
2649    mShadowDx = dx;
2650    mShadowDy = dy;
2651    mShadowColor = color;
2652}
2653
2654///////////////////////////////////////////////////////////////////////////////
2655// Draw filters
2656///////////////////////////////////////////////////////////////////////////////
2657
2658void OpenGLRenderer::resetPaintFilter() {
2659    mHasDrawFilter = false;
2660}
2661
2662void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
2663    mHasDrawFilter = true;
2664    mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
2665    mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
2666}
2667
2668SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
2669    if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint;
2670
2671    uint32_t flags = paint->getFlags();
2672
2673    mFilteredPaint = *paint;
2674    mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits);
2675
2676    return &mFilteredPaint;
2677}
2678
2679///////////////////////////////////////////////////////////////////////////////
2680// Drawing implementation
2681///////////////////////////////////////////////////////////////////////////////
2682
2683void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
2684        float x, float y, SkPaint* paint) {
2685    if (quickReject(x, y, x + texture->width, y + texture->height)) {
2686        return;
2687    }
2688
2689    int alpha;
2690    SkXfermode::Mode mode;
2691    getAlphaAndMode(paint, &alpha, &mode);
2692
2693    setupDraw();
2694    setupDrawWithTexture(true);
2695    setupDrawAlpha8Color(paint->getColor(), alpha);
2696    setupDrawColorFilter();
2697    setupDrawShader();
2698    setupDrawBlending(true, mode);
2699    setupDrawProgram();
2700    setupDrawModelView(x, y, x + texture->width, y + texture->height);
2701    setupDrawTexture(texture->id);
2702    setupDrawPureColorUniforms();
2703    setupDrawColorFilterUniforms();
2704    setupDrawShaderUniforms();
2705    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2706
2707    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2708
2709    finishDrawTexture();
2710}
2711
2712// Same values used by Skia
2713#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
2714#define kStdUnderline_Offset    (1.0f / 9.0f)
2715#define kStdUnderline_Thickness (1.0f / 18.0f)
2716
2717void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
2718        float x, float y, SkPaint* paint) {
2719    // Handle underline and strike-through
2720    uint32_t flags = paint->getFlags();
2721    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
2722        SkPaint paintCopy(*paint);
2723        float underlineWidth = length;
2724        // If length is > 0.0f, we already measured the text for the text alignment
2725        if (length <= 0.0f) {
2726            underlineWidth = paintCopy.measureText(text, bytesCount);
2727        }
2728
2729        float offsetX = 0;
2730        switch (paintCopy.getTextAlign()) {
2731            case SkPaint::kCenter_Align:
2732                offsetX = underlineWidth * 0.5f;
2733                break;
2734            case SkPaint::kRight_Align:
2735                offsetX = underlineWidth;
2736                break;
2737            default:
2738                break;
2739        }
2740
2741        if (CC_LIKELY(underlineWidth > 0.0f)) {
2742            const float textSize = paintCopy.getTextSize();
2743            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
2744
2745            const float left = x - offsetX;
2746            float top = 0.0f;
2747
2748            int linesCount = 0;
2749            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
2750            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
2751
2752            const int pointsCount = 4 * linesCount;
2753            float points[pointsCount];
2754            int currentPoint = 0;
2755
2756            if (flags & SkPaint::kUnderlineText_Flag) {
2757                top = y + textSize * kStdUnderline_Offset;
2758                points[currentPoint++] = left;
2759                points[currentPoint++] = top;
2760                points[currentPoint++] = left + underlineWidth;
2761                points[currentPoint++] = top;
2762            }
2763
2764            if (flags & SkPaint::kStrikeThruText_Flag) {
2765                top = y + textSize * kStdStrikeThru_Offset;
2766                points[currentPoint++] = left;
2767                points[currentPoint++] = top;
2768                points[currentPoint++] = left + underlineWidth;
2769                points[currentPoint++] = top;
2770            }
2771
2772            paintCopy.setStrokeWidth(strokeWidth);
2773
2774            drawLines(&points[0], pointsCount, &paintCopy);
2775        }
2776    }
2777}
2778
2779void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
2780        int color, SkXfermode::Mode mode, bool ignoreTransform) {
2781    // If a shader is set, preserve only the alpha
2782    if (mShader) {
2783        color |= 0x00ffffff;
2784    }
2785
2786    setupDraw();
2787    setupDrawNoTexture();
2788    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2789    setupDrawShader();
2790    setupDrawColorFilter();
2791    setupDrawBlending(mode);
2792    setupDrawProgram();
2793    setupDrawModelView(left, top, right, bottom, ignoreTransform);
2794    setupDrawColorUniforms();
2795    setupDrawShaderUniforms(ignoreTransform);
2796    setupDrawColorFilterUniforms();
2797    setupDrawSimpleMesh();
2798
2799    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2800}
2801
2802void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2803        Texture* texture, SkPaint* paint) {
2804    int alpha;
2805    SkXfermode::Mode mode;
2806    getAlphaAndMode(paint, &alpha, &mode);
2807
2808    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2809
2810    if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) {
2811        const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
2812        const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
2813
2814        texture->setFilter(GL_NEAREST, true);
2815        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2816                alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
2817                (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
2818    } else {
2819        texture->setFilter(FILTER(paint), true);
2820        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
2821                texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2822                GL_TRIANGLE_STRIP, gMeshCount);
2823    }
2824}
2825
2826void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
2827        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
2828    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
2829            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
2830}
2831
2832void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
2833        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
2834        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
2835        bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
2836
2837    setupDraw();
2838    setupDrawWithTexture();
2839    setupDrawColor(alpha, alpha, alpha, alpha);
2840    setupDrawColorFilter();
2841    setupDrawBlending(blend, mode, swapSrcDst);
2842    setupDrawProgram();
2843    if (!dirty) {
2844        setupDrawDirtyRegionsDisabled();
2845    }
2846    if (!ignoreScale) {
2847        setupDrawModelView(left, top, right, bottom, ignoreTransform);
2848    } else {
2849        setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
2850    }
2851    setupDrawPureColorUniforms();
2852    setupDrawColorFilterUniforms();
2853    setupDrawTexture(texture);
2854    setupDrawMesh(vertices, texCoords, vbo);
2855
2856    glDrawArrays(drawMode, 0, elementsCount);
2857
2858    finishDrawTexture();
2859}
2860
2861void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
2862        ProgramDescription& description, bool swapSrcDst) {
2863    blend = blend || mode != SkXfermode::kSrcOver_Mode;
2864
2865    if (blend) {
2866        // These blend modes are not supported by OpenGL directly and have
2867        // to be implemented using shaders. Since the shader will perform
2868        // the blending, turn blending off here
2869        // If the blend mode cannot be implemented using shaders, fall
2870        // back to the default SrcOver blend mode instead
2871        if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) {
2872            if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) {
2873                description.framebufferMode = mode;
2874                description.swapSrcDst = swapSrcDst;
2875
2876                if (mCaches.blend) {
2877                    glDisable(GL_BLEND);
2878                    mCaches.blend = false;
2879                }
2880
2881                return;
2882            } else {
2883                mode = SkXfermode::kSrcOver_Mode;
2884            }
2885        }
2886
2887        if (!mCaches.blend) {
2888            glEnable(GL_BLEND);
2889        }
2890
2891        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
2892        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
2893
2894        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
2895            glBlendFunc(sourceMode, destMode);
2896            mCaches.lastSrcMode = sourceMode;
2897            mCaches.lastDstMode = destMode;
2898        }
2899    } else if (mCaches.blend) {
2900        glDisable(GL_BLEND);
2901    }
2902    mCaches.blend = blend;
2903}
2904
2905bool OpenGLRenderer::useProgram(Program* program) {
2906    if (!program->isInUse()) {
2907        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
2908        program->use();
2909        mCaches.currentProgram = program;
2910        return false;
2911    }
2912    return true;
2913}
2914
2915void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
2916    TextureVertex* v = &mMeshVertices[0];
2917    TextureVertex::setUV(v++, u1, v1);
2918    TextureVertex::setUV(v++, u2, v1);
2919    TextureVertex::setUV(v++, u1, v2);
2920    TextureVertex::setUV(v++, u2, v2);
2921}
2922
2923void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
2924    if (paint) {
2925        *mode = getXfermode(paint->getXfermode());
2926
2927        // Skia draws using the color's alpha channel if < 255
2928        // Otherwise, it uses the paint's alpha
2929        int color = paint->getColor();
2930        *alpha = (color >> 24) & 0xFF;
2931        if (*alpha == 255) {
2932            *alpha = paint->getAlpha();
2933        }
2934    } else {
2935        *mode = SkXfermode::kSrcOver_Mode;
2936        *alpha = 255;
2937    }
2938    *alpha *= mSnapshot->alpha;
2939}
2940
2941SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
2942    SkXfermode::Mode resultMode;
2943    if (!SkXfermode::AsMode(mode, &resultMode)) {
2944        resultMode = SkXfermode::kSrcOver_Mode;
2945    }
2946    return resultMode;
2947}
2948
2949}; // namespace uirenderer
2950}; // namespace android
2951