OpenGLRenderer.cpp revision ba9b613437c34873fa95800a25fc51720638267c
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <stdlib.h>
20#include <stdint.h>
21#include <sys/types.h>
22
23#include <SkCanvas.h>
24#include <SkTypeface.h>
25
26#include <utils/Log.h>
27#include <utils/StopWatch.h>
28
29#include <private/hwui/DrawGlInfo.h>
30
31#include <ui/Rect.h>
32
33#include "OpenGLRenderer.h"
34#include "DeferredDisplayList.h"
35#include "DisplayListRenderer.h"
36#include "Fence.h"
37#include "PathTessellator.h"
38#include "Properties.h"
39#include "ShadowTessellator.h"
40#include "Vector.h"
41#include "VertexBuffer.h"
42
43namespace android {
44namespace uirenderer {
45
46///////////////////////////////////////////////////////////////////////////////
47// Defines
48///////////////////////////////////////////////////////////////////////////////
49
50#define RAD_TO_DEG (180.0f / 3.14159265f)
51#define MIN_ANGLE 0.001f
52
53#define ALPHA_THRESHOLD 0
54
55#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST)
56
57///////////////////////////////////////////////////////////////////////////////
58// Globals
59///////////////////////////////////////////////////////////////////////////////
60
61/**
62 * Structure mapping Skia xfermodes to OpenGL blending factors.
63 */
64struct Blender {
65    SkXfermode::Mode mode;
66    GLenum src;
67    GLenum dst;
68}; // struct Blender
69
70// In this array, the index of each Blender equals the value of the first
71// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
72static const Blender gBlends[] = {
73    { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
74    { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
75    { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
76    { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
77    { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
78    { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
79    { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
80    { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
81    { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
82    { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
83    { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
84    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
85    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
86    { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR },
87    { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
88};
89
90// This array contains the swapped version of each SkXfermode. For instance
91// this array's SrcOver blending mode is actually DstOver. You can refer to
92// createLayer() for more information on the purpose of this array.
93static const Blender gBlendsSwap[] = {
94    { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
95    { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
96    { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
97    { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
98    { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
99    { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
100    { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
101    { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
102    { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
103    { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
104    { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
105    { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
106    { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
107    { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO },
108    { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
109};
110
111///////////////////////////////////////////////////////////////////////////////
112// Functions
113///////////////////////////////////////////////////////////////////////////////
114
115template<typename T>
116static inline T min(T a, T b) {
117    return a < b ? a : b;
118}
119
120///////////////////////////////////////////////////////////////////////////////
121// Constructors/destructor
122///////////////////////////////////////////////////////////////////////////////
123
124OpenGLRenderer::OpenGLRenderer():
125        mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) {
126    // *set* draw modifiers to be 0
127    memset(&mDrawModifiers, 0, sizeof(mDrawModifiers));
128    mDrawModifiers.mOverrideLayerAlpha = 1.0f;
129
130    memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
131
132    mFirstSnapshot = new Snapshot;
133    mFrameStarted = false;
134    mCountOverdraw = false;
135
136    mScissorOptimizationDisabled = false;
137}
138
139OpenGLRenderer::~OpenGLRenderer() {
140    // The context has already been destroyed at this point, do not call
141    // GL APIs. All GL state should be kept in Caches.h
142}
143
144void OpenGLRenderer::initProperties() {
145    char property[PROPERTY_VALUE_MAX];
146    if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) {
147        mScissorOptimizationDisabled = !strcasecmp(property, "true");
148        INIT_LOGD("  Scissor optimization %s",
149                mScissorOptimizationDisabled ? "disabled" : "enabled");
150    } else {
151        INIT_LOGD("  Scissor optimization enabled");
152    }
153}
154
155///////////////////////////////////////////////////////////////////////////////
156// Setup
157///////////////////////////////////////////////////////////////////////////////
158
159void OpenGLRenderer::setName(const char* name) {
160    if (name) {
161        mName.setTo(name);
162    } else {
163        mName.clear();
164    }
165}
166
167const char* OpenGLRenderer::getName() const {
168    return mName.string();
169}
170
171bool OpenGLRenderer::isDeferred() {
172    return false;
173}
174
175void OpenGLRenderer::setViewport(int width, int height) {
176    initViewport(width, height);
177
178    glDisable(GL_DITHER);
179    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
180
181    glEnableVertexAttribArray(Program::kBindingPosition);
182}
183
184void OpenGLRenderer::initViewport(int width, int height) {
185    if (mCaches.propertyEnable3d) {
186        // TODO: make view proj app configurable
187        float dist = std::max(width, height) * 1.5;
188        dist *= mCaches.propertyCameraDistance;
189        Matrix4 projection;
190        projection.loadFrustum(-width / 2, -height / 2, width / 2, height / 2, dist, 0);
191        Matrix4 view;
192        view.loadLookAt(0, 0, dist,
193                0, 0, 0,
194                0, 1, 0);
195        mViewProjMatrix.loadMultiply(projection, view);
196        mViewProjMatrix.translate(-width/2, -height/2);
197    } else {
198        mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
199    }
200
201    mWidth = width;
202    mHeight = height;
203
204    mFirstSnapshot->height = height;
205    mFirstSnapshot->viewport.set(0, 0, width, height);
206}
207
208void OpenGLRenderer::setupFrameState(float left, float top,
209        float right, float bottom, bool opaque) {
210    mCaches.clearGarbage();
211
212    mOpaque = opaque;
213    mSnapshot = new Snapshot(mFirstSnapshot,
214            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
215    mSnapshot->fbo = getTargetFbo();
216    mSaveCount = 1;
217
218    mSnapshot->setClip(left, top, right, bottom);
219    mTilingClip.set(left, top, right, bottom);
220}
221
222status_t OpenGLRenderer::startFrame() {
223    if (mFrameStarted) return DrawGlInfo::kStatusDone;
224    mFrameStarted = true;
225
226    mDirtyClip = true;
227
228    discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom);
229
230    glViewport(0, 0, mWidth, mHeight);
231
232    // Functors break the tiling extension in pretty spectacular ways
233    // This ensures we don't use tiling when a functor is going to be
234    // invoked during the frame
235    mSuppressTiling = mCaches.hasRegisteredFunctors();
236
237    startTiling(mSnapshot, true);
238
239    debugOverdraw(true, true);
240
241    return clear(mTilingClip.left, mTilingClip.top,
242            mTilingClip.right, mTilingClip.bottom, mOpaque);
243}
244
245status_t OpenGLRenderer::prepare(bool opaque) {
246    return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
247}
248
249status_t OpenGLRenderer::prepareDirty(float left, float top,
250        float right, float bottom, bool opaque) {
251
252    setupFrameState(left, top, right, bottom, opaque);
253
254    // Layer renderers will start the frame immediately
255    // The framebuffer renderer will first defer the display list
256    // for each layer and wait until the first drawing command
257    // to start the frame
258    if (mSnapshot->fbo == 0) {
259        syncState();
260        updateLayers();
261    } else {
262        return startFrame();
263    }
264
265    return DrawGlInfo::kStatusDone;
266}
267
268void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) {
269    // If we know that we are going to redraw the entire framebuffer,
270    // perform a discard to let the driver know we don't need to preserve
271    // the back buffer for this frame.
272    if (mExtensions.hasDiscardFramebuffer() &&
273            left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) {
274        const bool isFbo = getTargetFbo() == 0;
275        const GLenum attachments[] = {
276                isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0,
277                isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT };
278        glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
279    }
280}
281
282status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
283    if (!opaque || mCountOverdraw) {
284        mCaches.enableScissor();
285        mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
286        glClear(GL_COLOR_BUFFER_BIT);
287        return DrawGlInfo::kStatusDrew;
288    }
289
290    mCaches.resetScissor();
291    return DrawGlInfo::kStatusDone;
292}
293
294void OpenGLRenderer::syncState() {
295    if (mCaches.blend) {
296        glEnable(GL_BLEND);
297    } else {
298        glDisable(GL_BLEND);
299    }
300}
301
302void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) {
303    if (!mSuppressTiling) {
304        Rect* clip = &mTilingClip;
305        if (s->flags & Snapshot::kFlagFboTarget) {
306            clip = &(s->layer->clipRect);
307        }
308
309        startTiling(*clip, s->height, opaque);
310    }
311}
312
313void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) {
314    if (!mSuppressTiling) {
315        mCaches.startTiling(clip.left, windowHeight - clip.bottom,
316                clip.right - clip.left, clip.bottom - clip.top, opaque);
317    }
318}
319
320void OpenGLRenderer::endTiling() {
321    if (!mSuppressTiling) mCaches.endTiling();
322}
323
324void OpenGLRenderer::finish() {
325    renderOverdraw();
326    endTiling();
327
328    // When finish() is invoked on FBO 0 we've reached the end
329    // of the current frame
330    if (getTargetFbo() == 0) {
331        mCaches.pathCache.trim();
332    }
333
334    if (!suppressErrorChecks()) {
335#if DEBUG_OPENGL
336        GLenum status = GL_NO_ERROR;
337        while ((status = glGetError()) != GL_NO_ERROR) {
338            ALOGD("GL error from OpenGLRenderer: 0x%x", status);
339            switch (status) {
340                case GL_INVALID_ENUM:
341                    ALOGE("  GL_INVALID_ENUM");
342                    break;
343                case GL_INVALID_VALUE:
344                    ALOGE("  GL_INVALID_VALUE");
345                    break;
346                case GL_INVALID_OPERATION:
347                    ALOGE("  GL_INVALID_OPERATION");
348                    break;
349                case GL_OUT_OF_MEMORY:
350                    ALOGE("  Out of memory!");
351                    break;
352            }
353        }
354#endif
355
356#if DEBUG_MEMORY_USAGE
357        mCaches.dumpMemoryUsage();
358#else
359        if (mCaches.getDebugLevel() & kDebugMemory) {
360            mCaches.dumpMemoryUsage();
361        }
362#endif
363    }
364
365    if (mCountOverdraw) {
366        countOverdraw();
367    }
368
369    mFrameStarted = false;
370}
371
372void OpenGLRenderer::interrupt() {
373    if (mCaches.currentProgram) {
374        if (mCaches.currentProgram->isInUse()) {
375            mCaches.currentProgram->remove();
376            mCaches.currentProgram = NULL;
377        }
378    }
379    mCaches.resetActiveTexture();
380    mCaches.unbindMeshBuffer();
381    mCaches.unbindIndicesBuffer();
382    mCaches.resetVertexPointers();
383    mCaches.disableTexCoordsVertexArray();
384    debugOverdraw(false, false);
385}
386
387void OpenGLRenderer::resume() {
388    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
389    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
390    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
391    debugOverdraw(true, false);
392
393    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
394
395    mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST);
396    mCaches.enableScissor();
397    mCaches.resetScissor();
398    dirtyClip();
399
400    mCaches.activeTexture(0);
401    mCaches.resetBoundTextures();
402
403    mCaches.blend = true;
404    glEnable(GL_BLEND);
405    glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
406    glBlendEquation(GL_FUNC_ADD);
407}
408
409void OpenGLRenderer::resumeAfterLayer() {
410    sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot;
411    glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight());
412    glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
413    debugOverdraw(true, false);
414
415    mCaches.resetScissor();
416    dirtyClip();
417}
418
419void OpenGLRenderer::detachFunctor(Functor* functor) {
420    mFunctors.remove(functor);
421}
422
423void OpenGLRenderer::attachFunctor(Functor* functor) {
424    mFunctors.add(functor);
425}
426
427status_t OpenGLRenderer::invokeFunctors(Rect& dirty) {
428    status_t result = DrawGlInfo::kStatusDone;
429    size_t count = mFunctors.size();
430
431    if (count > 0) {
432        interrupt();
433        SortedVector<Functor*> functors(mFunctors);
434        mFunctors.clear();
435
436        DrawGlInfo info;
437        info.clipLeft = 0;
438        info.clipTop = 0;
439        info.clipRight = 0;
440        info.clipBottom = 0;
441        info.isLayer = false;
442        info.width = 0;
443        info.height = 0;
444        memset(info.transform, 0, sizeof(float) * 16);
445
446        for (size_t i = 0; i < count; i++) {
447            Functor* f = functors.itemAt(i);
448            result |= (*f)(DrawGlInfo::kModeProcess, &info);
449
450            if (result & DrawGlInfo::kStatusDraw) {
451                Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
452                dirty.unionWith(localDirty);
453            }
454
455            if (result & DrawGlInfo::kStatusInvoke) {
456                mFunctors.add(f);
457            }
458        }
459        resume();
460    }
461
462    return result;
463}
464
465status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) {
466    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
467
468    detachFunctor(functor);
469
470
471    Rect clip(*mSnapshot->clipRect);
472    clip.snapToPixelBoundaries();
473
474    // Since we don't know what the functor will draw, let's dirty
475    // tne entire clip region
476    if (hasLayer()) {
477        dirtyLayerUnchecked(clip, getRegion());
478    }
479
480    DrawGlInfo info;
481    info.clipLeft = clip.left;
482    info.clipTop = clip.top;
483    info.clipRight = clip.right;
484    info.clipBottom = clip.bottom;
485    info.isLayer = hasLayer();
486    info.width = getSnapshot()->viewport.getWidth();
487    info.height = getSnapshot()->height;
488    getSnapshot()->transform->copyTo(&info.transform[0]);
489
490    bool dirtyClip = mDirtyClip;
491    // setup GL state for functor
492    if (mDirtyClip) {
493        setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt()
494    }
495    if (mCaches.enableScissor() || dirtyClip) {
496        setScissorFromClip();
497    }
498    interrupt();
499
500    // call functor immediately after GL state setup
501    status_t result = (*functor)(DrawGlInfo::kModeDraw, &info);
502
503    if (result != DrawGlInfo::kStatusDone) {
504        Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
505        dirty.unionWith(localDirty);
506
507        if (result & DrawGlInfo::kStatusInvoke) {
508            mFunctors.add(functor);
509        }
510    }
511
512    resume();
513    return result | DrawGlInfo::kStatusDrew;
514}
515
516///////////////////////////////////////////////////////////////////////////////
517// Debug
518///////////////////////////////////////////////////////////////////////////////
519
520void OpenGLRenderer::eventMark(const char* name) const {
521    mCaches.eventMark(0, name);
522}
523
524void OpenGLRenderer::startMark(const char* name) const {
525    mCaches.startMark(0, name);
526}
527
528void OpenGLRenderer::endMark() const {
529    mCaches.endMark();
530}
531
532void OpenGLRenderer::debugOverdraw(bool enable, bool clear) {
533    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
534        if (clear) {
535            mCaches.disableScissor();
536            mCaches.stencil.clear();
537        }
538        if (enable) {
539            mCaches.stencil.enableDebugWrite();
540        } else {
541            mCaches.stencil.disable();
542        }
543    }
544}
545
546void OpenGLRenderer::renderOverdraw() {
547    if (mCaches.debugOverdraw && getTargetFbo() == 0) {
548        const Rect* clip = &mTilingClip;
549
550        mCaches.enableScissor();
551        mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom,
552                clip->right - clip->left, clip->bottom - clip->top);
553
554        // 1x overdraw
555        mCaches.stencil.enableDebugTest(2);
556        drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode);
557
558        // 2x overdraw
559        mCaches.stencil.enableDebugTest(3);
560        drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode);
561
562        // 3x overdraw
563        mCaches.stencil.enableDebugTest(4);
564        drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode);
565
566        // 4x overdraw and higher
567        mCaches.stencil.enableDebugTest(4, true);
568        drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode);
569
570        mCaches.stencil.disable();
571    }
572}
573
574void OpenGLRenderer::countOverdraw() {
575    size_t count = mWidth * mHeight;
576    uint32_t* buffer = new uint32_t[count];
577    glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]);
578
579    size_t total = 0;
580    for (size_t i = 0; i < count; i++) {
581        total += buffer[i] & 0xff;
582    }
583
584    mOverdraw = total / float(count);
585
586    delete[] buffer;
587}
588
589///////////////////////////////////////////////////////////////////////////////
590// Layers
591///////////////////////////////////////////////////////////////////////////////
592
593bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
594    if (layer->deferredUpdateScheduled && layer->renderer &&
595            layer->displayList && layer->displayList->isRenderable()) {
596        ATRACE_CALL();
597
598        Rect& dirty = layer->dirtyRect;
599
600        if (inFrame) {
601            endTiling();
602            debugOverdraw(false, false);
603        }
604
605        if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
606            layer->render();
607        } else {
608            layer->defer();
609        }
610
611        if (inFrame) {
612            resumeAfterLayer();
613            startTiling(mSnapshot);
614        }
615
616        layer->debugDrawUpdate = mCaches.debugLayersUpdates;
617        layer->hasDrawnSinceUpdate = false;
618
619        return true;
620    }
621
622    return false;
623}
624
625void OpenGLRenderer::updateLayers() {
626    // If draw deferring is enabled this method will simply defer
627    // the display list of each individual layer. The layers remain
628    // in the layer updates list which will be cleared by flushLayers().
629    int count = mLayerUpdates.size();
630    if (count > 0) {
631        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
632            startMark("Layer Updates");
633        } else {
634            startMark("Defer Layer Updates");
635        }
636
637        // Note: it is very important to update the layers in order
638        for (int i = 0; i < count; i++) {
639            Layer* layer = mLayerUpdates.itemAt(i);
640            updateLayer(layer, false);
641            if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
642                mCaches.resourceCache.decrementRefcount(layer);
643            }
644        }
645
646        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
647            mLayerUpdates.clear();
648            glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
649        }
650        endMark();
651    }
652}
653
654void OpenGLRenderer::flushLayers() {
655    int count = mLayerUpdates.size();
656    if (count > 0) {
657        startMark("Apply Layer Updates");
658        char layerName[12];
659
660        // Note: it is very important to update the layers in order
661        for (int i = 0; i < count; i++) {
662            sprintf(layerName, "Layer #%d", i);
663            startMark(layerName);
664
665            ATRACE_BEGIN("flushLayer");
666            Layer* layer = mLayerUpdates.itemAt(i);
667            layer->flush();
668            ATRACE_END();
669
670            mCaches.resourceCache.decrementRefcount(layer);
671
672            endMark();
673        }
674
675        mLayerUpdates.clear();
676        glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
677
678        endMark();
679    }
680}
681
682void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
683    if (layer) {
684        // Make sure we don't introduce duplicates.
685        // SortedVector would do this automatically but we need to respect
686        // the insertion order. The linear search is not an issue since
687        // this list is usually very short (typically one item, at most a few)
688        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
689            if (mLayerUpdates.itemAt(i) == layer) {
690                return;
691            }
692        }
693        mLayerUpdates.push_back(layer);
694        mCaches.resourceCache.incrementRefcount(layer);
695    }
696}
697
698void OpenGLRenderer::cancelLayerUpdate(Layer* layer) {
699    if (layer) {
700        for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
701            if (mLayerUpdates.itemAt(i) == layer) {
702                mLayerUpdates.removeAt(i);
703                mCaches.resourceCache.decrementRefcount(layer);
704                break;
705            }
706        }
707    }
708}
709
710void OpenGLRenderer::clearLayerUpdates() {
711    size_t count = mLayerUpdates.size();
712    if (count > 0) {
713        mCaches.resourceCache.lock();
714        for (size_t i = 0; i < count; i++) {
715            mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i));
716        }
717        mCaches.resourceCache.unlock();
718        mLayerUpdates.clear();
719    }
720}
721
722void OpenGLRenderer::flushLayerUpdates() {
723    syncState();
724    updateLayers();
725    flushLayers();
726    // Wait for all the layer updates to be executed
727    AutoFence fence;
728}
729
730///////////////////////////////////////////////////////////////////////////////
731// State management
732///////////////////////////////////////////////////////////////////////////////
733
734int OpenGLRenderer::getSaveCount() const {
735    return mSaveCount;
736}
737
738int OpenGLRenderer::save(int flags) {
739    return saveSnapshot(flags);
740}
741
742void OpenGLRenderer::restore() {
743    if (mSaveCount > 1) {
744        restoreSnapshot();
745    }
746}
747
748void OpenGLRenderer::restoreToCount(int saveCount) {
749    if (saveCount < 1) saveCount = 1;
750
751    while (mSaveCount > saveCount) {
752        restoreSnapshot();
753    }
754}
755
756int OpenGLRenderer::saveSnapshot(int flags) {
757    mSnapshot = new Snapshot(mSnapshot, flags);
758    return mSaveCount++;
759}
760
761bool OpenGLRenderer::restoreSnapshot() {
762    bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
763    bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
764    bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
765
766    sp<Snapshot> current = mSnapshot;
767    sp<Snapshot> previous = mSnapshot->previous;
768
769    if (restoreOrtho) {
770        Rect& r = previous->viewport;
771        glViewport(r.left, r.top, r.right, r.bottom);
772        mViewProjMatrix.load(current->orthoMatrix);
773    }
774
775    mSaveCount--;
776    mSnapshot = previous;
777
778    if (restoreClip) {
779        dirtyClip();
780    }
781
782    if (restoreLayer) {
783        endMark(); // Savelayer
784        startMark("ComposeLayer");
785        composeLayer(current, previous);
786        endMark();
787    }
788
789    return restoreClip;
790}
791
792///////////////////////////////////////////////////////////////////////////////
793// Layers
794///////////////////////////////////////////////////////////////////////////////
795
796int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
797        int alpha, SkXfermode::Mode mode, int flags) {
798    const int count = saveSnapshot(flags);
799
800    if (!mSnapshot->isIgnored()) {
801        createLayer(left, top, right, bottom, alpha, mode, flags);
802    }
803
804    return count;
805}
806
807void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) {
808    const Rect untransformedBounds(bounds);
809
810    currentTransform().mapRect(bounds);
811
812    // Layers only make sense if they are in the framebuffer's bounds
813    if (bounds.intersect(*mSnapshot->clipRect)) {
814        // We cannot work with sub-pixels in this case
815        bounds.snapToPixelBoundaries();
816
817        // When the layer is not an FBO, we may use glCopyTexImage so we
818        // need to make sure the layer does not extend outside the bounds
819        // of the framebuffer
820        if (!bounds.intersect(mSnapshot->previous->viewport)) {
821            bounds.setEmpty();
822        } else if (fboLayer) {
823            clip.set(bounds);
824            mat4 inverse;
825            inverse.loadInverse(currentTransform());
826            inverse.mapRect(clip);
827            clip.snapToPixelBoundaries();
828            if (clip.intersect(untransformedBounds)) {
829                clip.translate(-untransformedBounds.left, -untransformedBounds.top);
830                bounds.set(untransformedBounds);
831            } else {
832                clip.setEmpty();
833            }
834        }
835    } else {
836        bounds.setEmpty();
837    }
838}
839
840void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
841        bool fboLayer, int alpha) {
842    if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
843            bounds.getHeight() > mCaches.maxTextureSize ||
844            (fboLayer && clip.isEmpty())) {
845        mSnapshot->empty = fboLayer;
846    } else {
847        mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
848    }
849}
850
851int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom,
852        int alpha, SkXfermode::Mode mode, int flags) {
853    const int count = saveSnapshot(flags);
854
855    if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) {
856        // initialize the snapshot as though it almost represents an FBO layer so deferred draw
857        // operations will be able to store and restore the current clip and transform info, and
858        // quick rejection will be correct (for display lists)
859
860        Rect bounds(left, top, right, bottom);
861        Rect clip;
862        calculateLayerBoundsAndClip(bounds, clip, true);
863        updateSnapshotIgnoreForLayer(bounds, clip, true, alpha);
864
865        if (!mSnapshot->isIgnored()) {
866            mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
867            mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
868            mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
869        }
870    }
871
872    return count;
873}
874
875
876/**
877 * Layers are viewed by Skia are slightly different than layers in image editing
878 * programs (for instance.) When a layer is created, previously created layers
879 * and the frame buffer still receive every drawing command. For instance, if a
880 * layer is created and a shape intersecting the bounds of the layers and the
881 * framebuffer is draw, the shape will be drawn on both (unless the layer was
882 * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
883 *
884 * A way to implement layers is to create an FBO for each layer, backed by an RGBA
885 * texture. Unfortunately, this is inefficient as it requires every primitive to
886 * be drawn n + 1 times, where n is the number of active layers. In practice this
887 * means, for every primitive:
888 *   - Switch active frame buffer
889 *   - Change viewport, clip and projection matrix
890 *   - Issue the drawing
891 *
892 * Switching rendering target n + 1 times per drawn primitive is extremely costly.
893 * To avoid this, layers are implemented in a different way here, at least in the
894 * general case. FBOs are used, as an optimization, when the "clip to layer" flag
895 * is set. When this flag is set we can redirect all drawing operations into a
896 * single FBO.
897 *
898 * This implementation relies on the frame buffer being at least RGBA 8888. When
899 * a layer is created, only a texture is created, not an FBO. The content of the
900 * frame buffer contained within the layer's bounds is copied into this texture
901 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
902 * buffer and drawing continues as normal. This technique therefore treats the
903 * frame buffer as a scratch buffer for the layers.
904 *
905 * To compose the layers back onto the frame buffer, each layer texture
906 * (containing the original frame buffer data) is drawn as a simple quad over
907 * the frame buffer. The trick is that the quad is set as the composition
908 * destination in the blending equation, and the frame buffer becomes the source
909 * of the composition.
910 *
911 * Drawing layers with an alpha value requires an extra step before composition.
912 * An empty quad is drawn over the layer's region in the frame buffer. This quad
913 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
914 * quad is used to multiply the colors in the frame buffer. This is achieved by
915 * changing the GL blend functions for the GL_FUNC_ADD blend equation to
916 * GL_ZERO, GL_SRC_ALPHA.
917 *
918 * Because glCopyTexImage2D() can be slow, an alternative implementation might
919 * be use to draw a single clipped layer. The implementation described above
920 * is correct in every case.
921 *
922 * (1) The frame buffer is actually not cleared right away. To allow the GPU
923 *     to potentially optimize series of calls to glCopyTexImage2D, the frame
924 *     buffer is left untouched until the first drawing operation. Only when
925 *     something actually gets drawn are the layers regions cleared.
926 */
927bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom,
928        int alpha, SkXfermode::Mode mode, int flags) {
929    LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
930    LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
931
932    const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
933
934    // Window coordinates of the layer
935    Rect clip;
936    Rect bounds(left, top, right, bottom);
937    calculateLayerBoundsAndClip(bounds, clip, fboLayer);
938    updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha);
939
940    // Bail out if we won't draw in this snapshot
941    if (mSnapshot->isIgnored()) {
942        return false;
943    }
944
945    mCaches.activeTexture(0);
946    Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
947    if (!layer) {
948        return false;
949    }
950
951    layer->setAlpha(alpha, mode);
952    layer->layer.set(bounds);
953    layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
954            bounds.getWidth() / float(layer->getWidth()), 0.0f);
955    layer->setColorFilter(mDrawModifiers.mColorFilter);
956    layer->setBlend(true);
957    layer->setDirty(false);
958
959    // Save the layer in the snapshot
960    mSnapshot->flags |= Snapshot::kFlagIsLayer;
961    mSnapshot->layer = layer;
962
963    startMark("SaveLayer");
964    if (fboLayer) {
965        return createFboLayer(layer, bounds, clip);
966    } else {
967        // Copy the framebuffer into the layer
968        layer->bindTexture();
969        if (!bounds.isEmpty()) {
970            if (layer->isEmpty()) {
971                // Workaround for some GL drivers. When reading pixels lying outside
972                // of the window we should get undefined values for those pixels.
973                // Unfortunately some drivers will turn the entire target texture black
974                // when reading outside of the window.
975                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(),
976                        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
977                layer->setEmpty(false);
978            }
979
980            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
981                    mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
982
983            // Enqueue the buffer coordinates to clear the corresponding region later
984            mLayers.push(new Rect(bounds));
985        }
986    }
987
988    return true;
989}
990
991bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
992    layer->clipRect.set(clip);
993    layer->setFbo(mCaches.fboCache.get());
994
995    mSnapshot->region = &mSnapshot->layer->region;
996    mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer |
997            Snapshot::kFlagDirtyOrtho;
998    mSnapshot->fbo = layer->getFbo();
999    mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
1000    mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
1001    mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
1002    mSnapshot->height = bounds.getHeight();
1003    mSnapshot->orthoMatrix.load(mViewProjMatrix);
1004
1005    endTiling();
1006    debugOverdraw(false, false);
1007    // Bind texture to FBO
1008    glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
1009    layer->bindTexture();
1010
1011    // Initialize the texture if needed
1012    if (layer->isEmpty()) {
1013        layer->allocateTexture();
1014        layer->setEmpty(false);
1015    }
1016
1017    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
1018            layer->getTexture(), 0);
1019
1020    startTiling(mSnapshot, true);
1021
1022    // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
1023    mCaches.enableScissor();
1024    mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
1025            clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
1026    glClear(GL_COLOR_BUFFER_BIT);
1027
1028    dirtyClip();
1029
1030    // Change the ortho projection
1031    glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
1032
1033    // TODO: determine best way to support 3d drawing within HW layers
1034    mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
1035
1036    return true;
1037}
1038
1039/**
1040 * Read the documentation of createLayer() before doing anything in this method.
1041 */
1042void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
1043    if (!current->layer) {
1044        ALOGE("Attempting to compose a layer that does not exist");
1045        return;
1046    }
1047
1048    Layer* layer = current->layer;
1049    const Rect& rect = layer->layer;
1050    const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
1051
1052    bool clipRequired = false;
1053    calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom,
1054            &clipRequired, false); // safely ignore return, should never be rejected
1055    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1056
1057    if (fboLayer) {
1058        endTiling();
1059
1060        // Detach the texture from the FBO
1061        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
1062
1063        layer->removeFbo(false);
1064
1065        // Unbind current FBO and restore previous one
1066        glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
1067        debugOverdraw(true, false);
1068
1069        startTiling(previous);
1070    }
1071
1072    if (!fboLayer && layer->getAlpha() < 255) {
1073        drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
1074                layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
1075        // Required below, composeLayerRect() will divide by 255
1076        layer->setAlpha(255);
1077    }
1078
1079    mCaches.unbindMeshBuffer();
1080
1081    mCaches.activeTexture(0);
1082
1083    // When the layer is stored in an FBO, we can save a bit of fillrate by
1084    // drawing only the dirty region
1085    if (fboLayer) {
1086        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
1087        if (layer->getColorFilter()) {
1088            setupColorFilter(layer->getColorFilter());
1089        }
1090        composeLayerRegion(layer, rect);
1091        if (layer->getColorFilter()) {
1092            resetColorFilter();
1093        }
1094    } else if (!rect.isEmpty()) {
1095        dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
1096
1097        save(0);
1098        // the layer contains screen buffer content that shouldn't be alpha modulated
1099        // (and any necessary alpha modulation was handled drawing into the layer)
1100        mSnapshot->alpha = 1.0f;
1101        composeLayerRect(layer, rect, true);
1102        restore();
1103    }
1104
1105    dirtyClip();
1106
1107    // Failing to add the layer to the cache should happen only if the layer is too large
1108    if (!mCaches.layerCache.put(layer)) {
1109        LAYER_LOGD("Deleting layer");
1110        Caches::getInstance().resourceCache.decrementRefcount(layer);
1111    }
1112}
1113
1114void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
1115    float alpha = getLayerAlpha(layer);
1116
1117    setupDraw();
1118    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1119        setupDrawWithTexture();
1120    } else {
1121        setupDrawWithExternalTexture();
1122    }
1123    setupDrawTextureTransform();
1124    setupDrawColor(alpha, alpha, alpha, alpha);
1125    setupDrawColorFilter();
1126    setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
1127    setupDrawProgram();
1128    setupDrawPureColorUniforms();
1129    setupDrawColorFilterUniforms();
1130    if (layer->getRenderTarget() == GL_TEXTURE_2D) {
1131        setupDrawTexture(layer->getTexture());
1132    } else {
1133        setupDrawExternalTexture(layer->getTexture());
1134    }
1135    if (currentTransform().isPureTranslate() &&
1136            layer->getWidth() == (uint32_t) rect.getWidth() &&
1137            layer->getHeight() == (uint32_t) rect.getHeight()) {
1138        const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1139        const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1140
1141        layer->setFilter(GL_NEAREST);
1142        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1143                x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1144    } else {
1145        layer->setFilter(GL_LINEAR);
1146        setupDrawModelView(kModelViewMode_TranslateAndScale, false,
1147                rect.left, rect.top, rect.right, rect.bottom);
1148    }
1149    setupDrawTextureTransformUniforms(layer->getTexTransform());
1150    setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u);
1151
1152    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
1153}
1154
1155void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
1156    if (!layer->isTextureLayer()) {
1157        const Rect& texCoords = layer->texCoords;
1158        resetDrawTextureTexCoords(texCoords.left, texCoords.top,
1159                texCoords.right, texCoords.bottom);
1160
1161        float x = rect.left;
1162        float y = rect.top;
1163        bool simpleTransform = currentTransform().isPureTranslate() &&
1164                layer->getWidth() == (uint32_t) rect.getWidth() &&
1165                layer->getHeight() == (uint32_t) rect.getHeight();
1166
1167        if (simpleTransform) {
1168            // When we're swapping, the layer is already in screen coordinates
1169            if (!swap) {
1170                x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1171                y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1172            }
1173
1174            layer->setFilter(GL_NEAREST, true);
1175        } else {
1176            layer->setFilter(GL_LINEAR, true);
1177        }
1178
1179        float alpha = getLayerAlpha(layer);
1180        bool blend = layer->isBlend() || alpha < 1.0f;
1181        drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
1182                layer->getTexture(), alpha, layer->getMode(), blend,
1183                &mMeshVertices[0].x, &mMeshVertices[0].u,
1184                GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
1185
1186        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1187    } else {
1188        resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
1189        drawTextureLayer(layer, rect);
1190        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
1191    }
1192}
1193
1194/**
1195 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated
1196 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw
1197 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used
1198 * by saveLayer's restore
1199 */
1200#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \
1201        DRAW_COMMAND;                                                            \
1202        if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \
1203            glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \
1204            DRAW_COMMAND;                                                        \
1205            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \
1206        }                                                                        \
1207    }
1208
1209#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND)
1210
1211void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
1212    if (layer->region.isRect()) {
1213        layer->setRegionAsRect();
1214
1215        DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect));
1216
1217        layer->region.clear();
1218        return;
1219    }
1220
1221    if (CC_LIKELY(!layer->region.isEmpty())) {
1222        size_t count;
1223        const android::Rect* rects;
1224        Region safeRegion;
1225        if (CC_LIKELY(hasRectToRectTransform())) {
1226            rects = layer->region.getArray(&count);
1227        } else {
1228            safeRegion = Region::createTJunctionFreeRegion(layer->region);
1229            rects = safeRegion.getArray(&count);
1230        }
1231
1232        const float alpha = getLayerAlpha(layer);
1233        const float texX = 1.0f / float(layer->getWidth());
1234        const float texY = 1.0f / float(layer->getHeight());
1235        const float height = rect.getHeight();
1236
1237        setupDraw();
1238
1239        // We must get (and therefore bind) the region mesh buffer
1240        // after we setup drawing in case we need to mess with the
1241        // stencil buffer in setupDraw()
1242        TextureVertex* mesh = mCaches.getRegionMesh();
1243        uint32_t numQuads = 0;
1244
1245        setupDrawWithTexture();
1246        setupDrawColor(alpha, alpha, alpha, alpha);
1247        setupDrawColorFilter();
1248        setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
1249        setupDrawProgram();
1250        setupDrawDirtyRegionsDisabled();
1251        setupDrawPureColorUniforms();
1252        setupDrawColorFilterUniforms();
1253        setupDrawTexture(layer->getTexture());
1254        if (currentTransform().isPureTranslate()) {
1255            const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f);
1256            const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f);
1257
1258            layer->setFilter(GL_NEAREST);
1259            setupDrawModelView(kModelViewMode_Translate, false,
1260                    x, y, x + rect.getWidth(), y + rect.getHeight(), true);
1261        } else {
1262            layer->setFilter(GL_LINEAR);
1263            setupDrawModelView(kModelViewMode_Translate, false,
1264                    rect.left, rect.top, rect.right, rect.bottom);
1265        }
1266        setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
1267
1268        for (size_t i = 0; i < count; i++) {
1269            const android::Rect* r = &rects[i];
1270
1271            const float u1 = r->left * texX;
1272            const float v1 = (height - r->top) * texY;
1273            const float u2 = r->right * texX;
1274            const float v2 = (height - r->bottom) * texY;
1275
1276            // TODO: Reject quads outside of the clip
1277            TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1278            TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1279            TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1280            TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1281
1282            numQuads++;
1283
1284            if (numQuads >= gMaxNumberOfQuads) {
1285                DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1286                                GL_UNSIGNED_SHORT, NULL));
1287                numQuads = 0;
1288                mesh = mCaches.getRegionMesh();
1289            }
1290        }
1291
1292        if (numQuads > 0) {
1293            DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6,
1294                            GL_UNSIGNED_SHORT, NULL));
1295        }
1296
1297#if DEBUG_LAYERS_AS_REGIONS
1298        drawRegionRectsDebug(layer->region);
1299#endif
1300
1301        layer->region.clear();
1302    }
1303}
1304
1305#if DEBUG_LAYERS_AS_REGIONS
1306void OpenGLRenderer::drawRegionRectsDebug(const Region& region) {
1307    size_t count;
1308    const android::Rect* rects = region.getArray(&count);
1309
1310    uint32_t colors[] = {
1311            0x7fff0000, 0x7f00ff00,
1312            0x7f0000ff, 0x7fff00ff,
1313    };
1314
1315    int offset = 0;
1316    int32_t top = rects[0].top;
1317
1318    for (size_t i = 0; i < count; i++) {
1319        if (top != rects[i].top) {
1320            offset ^= 0x2;
1321            top = rects[i].top;
1322        }
1323
1324        Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
1325        drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
1326                SkXfermode::kSrcOver_Mode);
1327    }
1328}
1329#endif
1330
1331void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color,
1332        SkXfermode::Mode mode, bool dirty) {
1333    Vector<float> rects;
1334
1335    SkRegion::Iterator it(region);
1336    while (!it.done()) {
1337        const SkIRect& r = it.rect();
1338        rects.push(r.fLeft);
1339        rects.push(r.fTop);
1340        rects.push(r.fRight);
1341        rects.push(r.fBottom);
1342        it.next();
1343    }
1344
1345    drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false);
1346}
1347
1348void OpenGLRenderer::dirtyLayer(const float left, const float top,
1349        const float right, const float bottom, const mat4 transform) {
1350    if (hasLayer()) {
1351        Rect bounds(left, top, right, bottom);
1352        transform.mapRect(bounds);
1353        dirtyLayerUnchecked(bounds, getRegion());
1354    }
1355}
1356
1357void OpenGLRenderer::dirtyLayer(const float left, const float top,
1358        const float right, const float bottom) {
1359    if (hasLayer()) {
1360        Rect bounds(left, top, right, bottom);
1361        dirtyLayerUnchecked(bounds, getRegion());
1362    }
1363}
1364
1365void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
1366    if (bounds.intersect(*mSnapshot->clipRect)) {
1367        bounds.snapToPixelBoundaries();
1368        android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
1369        if (!dirty.isEmpty()) {
1370            region->orSelf(dirty);
1371        }
1372    }
1373}
1374
1375void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) {
1376    GLsizei elementsCount = quadsCount * 6;
1377    while (elementsCount > 0) {
1378        GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
1379
1380        setupDrawIndexedVertices(&mesh[0].x);
1381        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL);
1382
1383        elementsCount -= drawCount;
1384        // Though there are 4 vertices in a quad, we use 6 indices per
1385        // quad to draw with GL_TRIANGLES
1386        mesh += (drawCount / 6) * 4;
1387    }
1388}
1389
1390void OpenGLRenderer::clearLayerRegions() {
1391    const size_t count = mLayers.size();
1392    if (count == 0) return;
1393
1394    if (!mSnapshot->isIgnored()) {
1395        // Doing several glScissor/glClear here can negatively impact
1396        // GPUs with a tiler architecture, instead we draw quads with
1397        // the Clear blending mode
1398
1399        // The list contains bounds that have already been clipped
1400        // against their initial clip rect, and the current clip
1401        // is likely different so we need to disable clipping here
1402        bool scissorChanged = mCaches.disableScissor();
1403
1404        Vertex mesh[count * 4];
1405        Vertex* vertex = mesh;
1406
1407        for (uint32_t i = 0; i < count; i++) {
1408            Rect* bounds = mLayers.itemAt(i);
1409
1410            Vertex::set(vertex++, bounds->left, bounds->top);
1411            Vertex::set(vertex++, bounds->right, bounds->top);
1412            Vertex::set(vertex++, bounds->left, bounds->bottom);
1413            Vertex::set(vertex++, bounds->right, bounds->bottom);
1414
1415            delete bounds;
1416        }
1417        // We must clear the list of dirty rects before we
1418        // call setupDraw() to prevent stencil setup to do
1419        // the same thing again
1420        mLayers.clear();
1421
1422        setupDraw(false);
1423        setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
1424        setupDrawBlending(true, SkXfermode::kClear_Mode);
1425        setupDrawProgram();
1426        setupDrawPureColorUniforms();
1427        setupDrawModelView(kModelViewMode_Translate, false,
1428                0.0f, 0.0f, 0.0f, 0.0f, true);
1429
1430        issueIndexedQuadDraw(&mesh[0], count);
1431
1432        if (scissorChanged) mCaches.enableScissor();
1433    } else {
1434        for (uint32_t i = 0; i < count; i++) {
1435            delete mLayers.itemAt(i);
1436        }
1437        mLayers.clear();
1438    }
1439}
1440
1441///////////////////////////////////////////////////////////////////////////////
1442// State Deferral
1443///////////////////////////////////////////////////////////////////////////////
1444
1445bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) {
1446    const Rect& currentClip = *(mSnapshot->clipRect);
1447    const mat4& currentMatrix = *(mSnapshot->transform);
1448
1449    if (stateDeferFlags & kStateDeferFlag_Draw) {
1450        // state has bounds initialized in local coordinates
1451        if (!state.mBounds.isEmpty()) {
1452            currentMatrix.mapRect(state.mBounds);
1453            Rect clippedBounds(state.mBounds);
1454            // NOTE: if we ever want to use this clipping info to drive whether the scissor
1455            // is used, it should more closely duplicate the quickReject logic (in how it uses
1456            // snapToPixelBoundaries)
1457
1458            if(!clippedBounds.intersect(currentClip)) {
1459                // quick rejected
1460                return true;
1461            }
1462
1463            state.mClipSideFlags = kClipSide_None;
1464            if (!currentClip.contains(state.mBounds)) {
1465                int& flags = state.mClipSideFlags;
1466                // op partially clipped, so record which sides are clipped for clip-aware merging
1467                if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left;
1468                if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top;
1469                if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right;
1470                if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom;
1471            }
1472            state.mBounds.set(clippedBounds);
1473        } else {
1474            // Empty bounds implies size unknown. Label op as conservatively clipped to disable
1475            // overdraw avoidance (since we don't know what it overlaps)
1476            state.mClipSideFlags = kClipSide_ConservativeFull;
1477            state.mBounds.set(currentClip);
1478        }
1479    }
1480
1481    state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip);
1482    if (state.mClipValid) {
1483        state.mClip.set(currentClip);
1484    }
1485
1486    // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1487    // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1488    state.mMatrix.load(currentMatrix);
1489    state.mDrawModifiers = mDrawModifiers;
1490    state.mAlpha = mSnapshot->alpha;
1491    return false;
1492}
1493
1494void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) {
1495    currentTransform().load(state.mMatrix);
1496    mDrawModifiers = state.mDrawModifiers;
1497    mSnapshot->alpha = state.mAlpha;
1498
1499    if (state.mClipValid && !skipClipRestore) {
1500        mSnapshot->setClip(state.mClip.left, state.mClip.top,
1501                state.mClip.right, state.mClip.bottom);
1502        dirtyClip();
1503    }
1504}
1505
1506/**
1507 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done
1508 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at
1509 * least one op is clipped), or disabled entirely (because no merged op is clipped)
1510 *
1511 * This method should be called when restoreDisplayState() won't be restoring the clip
1512 */
1513void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) {
1514    if (clipRect != NULL) {
1515        mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
1516    } else {
1517        mSnapshot->setClip(0, 0, mWidth, mHeight);
1518    }
1519    dirtyClip();
1520    mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled);
1521}
1522
1523///////////////////////////////////////////////////////////////////////////////
1524// Transforms
1525///////////////////////////////////////////////////////////////////////////////
1526
1527void OpenGLRenderer::translate(float dx, float dy) {
1528    currentTransform().translate(dx, dy);
1529}
1530
1531void OpenGLRenderer::rotate(float degrees) {
1532    currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f);
1533}
1534
1535void OpenGLRenderer::scale(float sx, float sy) {
1536    currentTransform().scale(sx, sy, 1.0f);
1537}
1538
1539void OpenGLRenderer::skew(float sx, float sy) {
1540    currentTransform().skew(sx, sy);
1541}
1542
1543void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
1544    if (matrix) {
1545        currentTransform().load(*matrix);
1546    } else {
1547        currentTransform().loadIdentity();
1548    }
1549}
1550
1551bool OpenGLRenderer::hasRectToRectTransform() {
1552    return CC_LIKELY(currentTransform().rectToRect());
1553}
1554
1555void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
1556    currentTransform().copyTo(*matrix);
1557}
1558
1559void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
1560    mat4 transform(*matrix);
1561    currentTransform().multiply(transform);
1562}
1563
1564///////////////////////////////////////////////////////////////////////////////
1565// Clipping
1566///////////////////////////////////////////////////////////////////////////////
1567
1568void OpenGLRenderer::setScissorFromClip() {
1569    Rect clip(*mSnapshot->clipRect);
1570    clip.snapToPixelBoundaries();
1571
1572    if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom,
1573            clip.getWidth(), clip.getHeight())) {
1574        mDirtyClip = false;
1575    }
1576}
1577
1578void OpenGLRenderer::ensureStencilBuffer() {
1579    // Thanks to the mismatch between EGL and OpenGL ES FBO we
1580    // cannot attach a stencil buffer to fbo0 dynamically. Let's
1581    // just hope we have one when hasLayer() returns false.
1582    if (hasLayer()) {
1583        attachStencilBufferToLayer(mSnapshot->layer);
1584    }
1585}
1586
1587void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) {
1588    // The layer's FBO is already bound when we reach this stage
1589    if (!layer->getStencilRenderBuffer()) {
1590        // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer
1591        // is attached after we initiated tiling. We must turn it off,
1592        // attach the new render buffer then turn tiling back on
1593        endTiling();
1594
1595        RenderBuffer* buffer = mCaches.renderBufferCache.get(
1596                Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight());
1597        layer->setStencilRenderBuffer(buffer);
1598
1599        startTiling(layer->clipRect, layer->layer.getHeight());
1600    }
1601}
1602
1603void OpenGLRenderer::setStencilFromClip() {
1604    if (!mCaches.debugOverdraw) {
1605        if (!mSnapshot->clipRegion->isEmpty()) {
1606            // NOTE: The order here is important, we must set dirtyClip to false
1607            //       before any draw call to avoid calling back into this method
1608            mDirtyClip = false;
1609
1610            ensureStencilBuffer();
1611
1612            mCaches.stencil.enableWrite();
1613
1614            // Clear the stencil but first make sure we restrict drawing
1615            // to the region's bounds
1616            bool resetScissor = mCaches.enableScissor();
1617            if (resetScissor) {
1618                // The scissor was not set so we now need to update it
1619                setScissorFromClip();
1620            }
1621            mCaches.stencil.clear();
1622            if (resetScissor) mCaches.disableScissor();
1623
1624            // NOTE: We could use the region contour path to generate a smaller mesh
1625            //       Since we are using the stencil we could use the red book path
1626            //       drawing technique. It might increase bandwidth usage though.
1627
1628            // The last parameter is important: we are not drawing in the color buffer
1629            // so we don't want to dirty the current layer, if any
1630            drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false);
1631
1632            mCaches.stencil.enableTest();
1633
1634            // Draw the region used to generate the stencil if the appropriate debug
1635            // mode is enabled
1636            if (mCaches.debugStencilClip == Caches::kStencilShowRegion) {
1637                drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode);
1638            }
1639        } else {
1640            mCaches.stencil.disable();
1641        }
1642    }
1643}
1644
1645const Rect& OpenGLRenderer::getClipBounds() {
1646    return mSnapshot->getLocalClip();
1647}
1648
1649/**
1650 * Calculates whether content drawn within the passed bounds would be outside of, or intersect with
1651 * the clipRect. Does not modify the scissor.
1652 *
1653 * @param clipRequired if not null, will be set to true if element intersects clip
1654 *         (and wasn't rejected)
1655 *
1656 * @param snapOut if set, the geometry will be treated as having an AA ramp.
1657 *         See Rect::snapGeometryToPixelBoundaries()
1658 */
1659bool OpenGLRenderer::calculateQuickRejectForScissor(float left, float top,
1660        float right, float bottom, bool* clipRequired, bool snapOut) const {
1661    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1662        return true;
1663    }
1664
1665    Rect r(left, top, right, bottom);
1666    currentTransform().mapRect(r);
1667    r.snapGeometryToPixelBoundaries(snapOut);
1668
1669    Rect clipRect(*mSnapshot->clipRect);
1670    clipRect.snapToPixelBoundaries();
1671
1672    if (!clipRect.intersects(r)) return true;
1673
1674    // clip is required if geometry intersects clip rect
1675    if (clipRequired) *clipRequired = !clipRect.contains(r);
1676    return false;
1677}
1678
1679/**
1680 * Returns false if drawing won't be clipped out.
1681 *
1682 * Makes the decision conservatively, by rounding out the mapped rect before comparing with the
1683 * clipRect. To be used when perfect, pixel accuracy is not possible (esp. with tessellation) but
1684 * rejection is still desired.
1685 *
1686 * This function, unlike quickRejectSetupScissor, should be used where precise geometry information
1687 * isn't known (esp. when geometry adjusts based on scale). Generally, this will be first pass
1688 * rejection where precise rejection isn't important, or precise information isn't available.
1689 */
1690bool OpenGLRenderer::quickRejectConservative(float left, float top,
1691        float right, float bottom) const {
1692    if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
1693        return true;
1694    }
1695
1696    Rect r(left, top, right, bottom);
1697    currentTransform().mapRect(r);
1698    r.roundOut(); // rounded out to be conservative
1699
1700    Rect clipRect(*mSnapshot->clipRect);
1701    clipRect.snapToPixelBoundaries();
1702
1703    if (!clipRect.intersects(r)) return true;
1704
1705    return false;
1706}
1707
1708/**
1709 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out.
1710 *
1711 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint
1712 *         style, and tessellated AA ramp
1713 */
1714bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom,
1715        SkPaint* paint) {
1716    bool clipRequired = false;
1717    bool snapOut = paint && paint->isAntiAlias();
1718
1719    if (paint && paint->getStyle() != SkPaint::kFill_Style) {
1720        float outset = paint->getStrokeWidth() * 0.5f;
1721        left -= outset;
1722        top -= outset;
1723        right += outset;
1724        bottom += outset;
1725    }
1726
1727    if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) {
1728        return true;
1729    }
1730
1731    if (!isDeferred()) {
1732        // not quick rejected, so enable the scissor if clipRequired
1733        mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
1734    }
1735    return false;
1736}
1737
1738void OpenGLRenderer::debugClip() {
1739#if DEBUG_CLIP_REGIONS
1740    if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) {
1741        drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode);
1742    }
1743#endif
1744}
1745
1746bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
1747    if (CC_LIKELY(currentTransform().rectToRect())) {
1748        bool clipped = mSnapshot->clip(left, top, right, bottom, op);
1749        if (clipped) {
1750            dirtyClip();
1751        }
1752        return !mSnapshot->clipRect->isEmpty();
1753    }
1754
1755    SkPath path;
1756    path.addRect(left, top, right, bottom);
1757
1758    return OpenGLRenderer::clipPath(&path, op);
1759}
1760
1761bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) {
1762    SkMatrix transform;
1763    currentTransform().copyTo(transform);
1764
1765    SkPath transformed;
1766    path->transform(transform, &transformed);
1767
1768    SkRegion clip;
1769    if (!mSnapshot->previous->clipRegion->isEmpty()) {
1770        clip.setRegion(*mSnapshot->previous->clipRegion);
1771    } else {
1772        if (mSnapshot->previous == mFirstSnapshot) {
1773            clip.setRect(0, 0, mWidth, mHeight);
1774        } else {
1775            Rect* bounds = mSnapshot->previous->clipRect;
1776            clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom);
1777        }
1778    }
1779
1780    SkRegion region;
1781    region.setPath(transformed, clip);
1782
1783    bool clipped = mSnapshot->clipRegionTransformed(region, op);
1784    if (clipped) {
1785        dirtyClip();
1786    }
1787    return !mSnapshot->clipRect->isEmpty();
1788}
1789
1790bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) {
1791    bool clipped = mSnapshot->clipRegionTransformed(*region, op);
1792    if (clipped) {
1793        dirtyClip();
1794    }
1795    return !mSnapshot->clipRect->isEmpty();
1796}
1797
1798Rect* OpenGLRenderer::getClipRect() {
1799    return mSnapshot->clipRect;
1800}
1801
1802///////////////////////////////////////////////////////////////////////////////
1803// Drawing commands
1804///////////////////////////////////////////////////////////////////////////////
1805
1806void OpenGLRenderer::setupDraw(bool clear) {
1807    // TODO: It would be best if we could do this before quickRejectSetupScissor()
1808    //       changes the scissor test state
1809    if (clear) clearLayerRegions();
1810    // Make sure setScissor & setStencil happen at the beginning of
1811    // this method
1812    if (mDirtyClip) {
1813        if (mCaches.scissorEnabled) {
1814            setScissorFromClip();
1815        }
1816        setStencilFromClip();
1817    }
1818
1819    mDescription.reset();
1820
1821    mSetShaderColor = false;
1822    mColorSet = false;
1823    mColorA = mColorR = mColorG = mColorB = 0.0f;
1824    mTextureUnit = 0;
1825    mTrackDirtyRegions = true;
1826
1827    // Enable debug highlight when what we're about to draw is tested against
1828    // the stencil buffer and if stencil highlight debugging is on
1829    mDescription.hasDebugHighlight = !mCaches.debugOverdraw &&
1830            mCaches.debugStencilClip == Caches::kStencilShowHighlight &&
1831            mCaches.stencil.isTestEnabled();
1832
1833    mDescription.emulateStencil = mCountOverdraw;
1834}
1835
1836void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
1837    mDescription.hasTexture = true;
1838    mDescription.hasAlpha8Texture = isAlpha8;
1839}
1840
1841void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) {
1842    mDescription.hasTexture = true;
1843    mDescription.hasColors = true;
1844    mDescription.hasAlpha8Texture = isAlpha8;
1845}
1846
1847void OpenGLRenderer::setupDrawWithExternalTexture() {
1848    mDescription.hasExternalTexture = true;
1849}
1850
1851void OpenGLRenderer::setupDrawNoTexture() {
1852    mCaches.disableTexCoordsVertexArray();
1853}
1854
1855void OpenGLRenderer::setupDrawAA() {
1856    mDescription.isAA = true;
1857}
1858
1859void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1860    mColorA = alpha / 255.0f;
1861    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1862    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1863    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1864    mColorSet = true;
1865    mSetShaderColor = mDescription.setColorModulate(mColorA);
1866}
1867
1868void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1869    mColorA = alpha / 255.0f;
1870    mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f;
1871    mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f;
1872    mColorB = mColorA * ((color      ) & 0xFF) / 255.0f;
1873    mColorSet = true;
1874    mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA);
1875}
1876
1877void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) {
1878    mCaches.fontRenderer->describe(mDescription, paint);
1879}
1880
1881void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
1882    mColorA = a;
1883    mColorR = r;
1884    mColorG = g;
1885    mColorB = b;
1886    mColorSet = true;
1887    mSetShaderColor = mDescription.setColorModulate(a);
1888}
1889
1890void OpenGLRenderer::setupDrawShader() {
1891    if (mDrawModifiers.mShader) {
1892        mDrawModifiers.mShader->describe(mDescription, mExtensions);
1893    }
1894}
1895
1896void OpenGLRenderer::setupDrawColorFilter() {
1897    if (mDrawModifiers.mColorFilter) {
1898        mDrawModifiers.mColorFilter->describe(mDescription, mExtensions);
1899    }
1900}
1901
1902void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
1903    if (mColorSet && mode == SkXfermode::kClear_Mode) {
1904        mColorA = 1.0f;
1905        mColorR = mColorG = mColorB = 0.0f;
1906        mSetShaderColor = mDescription.modulate = true;
1907    }
1908}
1909
1910void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
1911    // When the blending mode is kClear_Mode, we need to use a modulate color
1912    // argb=1,0,0,0
1913    accountForClear(mode);
1914    bool blend = (mColorSet && mColorA < 1.0f) ||
1915            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend());
1916    chooseBlending(blend, mode, mDescription, swapSrcDst);
1917}
1918
1919void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
1920    // When the blending mode is kClear_Mode, we need to use a modulate color
1921    // argb=1,0,0,0
1922    accountForClear(mode);
1923    blend |= (mColorSet && mColorA < 1.0f) ||
1924            (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) ||
1925            (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend());
1926    chooseBlending(blend, mode, mDescription, swapSrcDst);
1927}
1928
1929void OpenGLRenderer::setupDrawProgram() {
1930    useProgram(mCaches.programCache.get(mDescription));
1931}
1932
1933void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
1934    mTrackDirtyRegions = false;
1935}
1936
1937void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
1938        float left, float top, float right, float bottom, bool ignoreTransform) {
1939    mModelView.loadTranslate(left, top, 0.0f);
1940    if (mode == kModelViewMode_TranslateAndScale) {
1941        mModelView.scale(right - left, bottom - top, 1.0f);
1942    }
1943
1944    bool dirty = right - left > 0.0f && bottom - top > 0.0f;
1945    if (!ignoreTransform) {
1946        mCaches.currentProgram->set(mViewProjMatrix, mModelView, currentTransform(), offset);
1947        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
1948    } else {
1949        mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset);
1950        if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
1951    }
1952}
1953
1954void OpenGLRenderer::setupDrawColorUniforms() {
1955    if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) {
1956        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1957    }
1958}
1959
1960void OpenGLRenderer::setupDrawPureColorUniforms() {
1961    if (mSetShaderColor) {
1962        mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
1963    }
1964}
1965
1966void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
1967    if (mDrawModifiers.mShader) {
1968        if (ignoreTransform) {
1969            // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform()
1970            // because it was built into modelView / the geometry, and the SkiaShader needs to
1971            // compensate.
1972            mat4 modelViewWithoutTransform;
1973            modelViewWithoutTransform.loadInverse(currentTransform());
1974            modelViewWithoutTransform.multiply(mModelView);
1975            mModelView.load(modelViewWithoutTransform);
1976        }
1977        mDrawModifiers.mShader->setupProgram(mCaches.currentProgram,
1978                mModelView, *mSnapshot, &mTextureUnit);
1979    }
1980}
1981
1982void OpenGLRenderer::setupDrawColorFilterUniforms() {
1983    if (mDrawModifiers.mColorFilter) {
1984        mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram);
1985    }
1986}
1987
1988void OpenGLRenderer::setupDrawTextGammaUniforms() {
1989    mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram);
1990}
1991
1992void OpenGLRenderer::setupDrawSimpleMesh() {
1993    bool force = mCaches.bindMeshBuffer();
1994    mCaches.bindPositionVertexPointer(force, 0);
1995    mCaches.unbindIndicesBuffer();
1996}
1997
1998void OpenGLRenderer::setupDrawTexture(GLuint texture) {
1999    if (texture) bindTexture(texture);
2000    mTextureUnit++;
2001    mCaches.enableTexCoordsVertexArray();
2002}
2003
2004void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
2005    bindExternalTexture(texture);
2006    mTextureUnit++;
2007    mCaches.enableTexCoordsVertexArray();
2008}
2009
2010void OpenGLRenderer::setupDrawTextureTransform() {
2011    mDescription.hasTextureTransform = true;
2012}
2013
2014void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
2015    glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
2016            GL_FALSE, &transform.data[0]);
2017}
2018
2019void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2020    bool force = false;
2021    if (!vertices || vbo) {
2022        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2023    } else {
2024        force = mCaches.unbindMeshBuffer();
2025    }
2026
2027    mCaches.bindPositionVertexPointer(force, vertices);
2028    if (mCaches.currentProgram->texCoords >= 0) {
2029        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2030    }
2031
2032    mCaches.unbindIndicesBuffer();
2033}
2034
2035void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
2036    bool force = mCaches.unbindMeshBuffer();
2037    GLsizei stride = sizeof(ColorTextureVertex);
2038
2039    mCaches.bindPositionVertexPointer(force, vertices, stride);
2040    if (mCaches.currentProgram->texCoords >= 0) {
2041        mCaches.bindTexCoordsVertexPointer(force, texCoords, stride);
2042    }
2043    int slot = mCaches.currentProgram->getAttrib("colors");
2044    if (slot >= 0) {
2045        glEnableVertexAttribArray(slot);
2046        glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors);
2047    }
2048
2049    mCaches.unbindIndicesBuffer();
2050}
2051
2052void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
2053    bool force = false;
2054    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
2055    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
2056    // use the default VBO found in Caches
2057    if (!vertices || vbo) {
2058        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
2059    } else {
2060        force = mCaches.unbindMeshBuffer();
2061    }
2062    mCaches.bindIndicesBuffer();
2063
2064    mCaches.bindPositionVertexPointer(force, vertices);
2065    if (mCaches.currentProgram->texCoords >= 0) {
2066        mCaches.bindTexCoordsVertexPointer(force, texCoords);
2067    }
2068}
2069
2070void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
2071    bool force = mCaches.unbindMeshBuffer();
2072    mCaches.bindIndicesBuffer();
2073    mCaches.bindPositionVertexPointer(force, vertices, gVertexStride);
2074}
2075
2076///////////////////////////////////////////////////////////////////////////////
2077// Drawing
2078///////////////////////////////////////////////////////////////////////////////
2079
2080status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
2081        int32_t replayFlags) {
2082    status_t status;
2083
2084    if (mCaches.propertyDirtyViewport) {
2085        // force recalc of view/proj matrices
2086        setViewport(mWidth, mHeight);
2087        mCaches.propertyDirtyViewport = false;
2088    }
2089
2090    // All the usual checks and setup operations (quickReject, setupDraw, etc.)
2091    // will be performed by the display list itself
2092    if (displayList && displayList->isRenderable()) {
2093        // compute 3d ordering
2094        displayList->computeOrdering();
2095        if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
2096            status = startFrame();
2097            ReplayStateStruct replayStruct(*this, dirty, replayFlags);
2098            displayList->replay(replayStruct, 0);
2099            return status | replayStruct.mDrawGlStatus;
2100        }
2101
2102        bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs!
2103        DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw);
2104        DeferStateStruct deferStruct(deferredList, *this, replayFlags);
2105        displayList->defer(deferStruct, 0);
2106
2107        flushLayers();
2108        status = startFrame();
2109
2110        return deferredList.flush(*this, dirty) | status;
2111    }
2112
2113    return DrawGlInfo::kStatusDone;
2114}
2115
2116void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
2117    int alpha;
2118    SkXfermode::Mode mode;
2119    getAlphaAndMode(paint, &alpha, &mode);
2120
2121    int color = paint != NULL ? paint->getColor() : 0;
2122
2123    float x = left;
2124    float y = top;
2125
2126    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2127
2128    bool ignoreTransform = false;
2129    if (currentTransform().isPureTranslate()) {
2130        x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2131        y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2132        ignoreTransform = true;
2133
2134        texture->setFilter(GL_NEAREST, true);
2135    } else {
2136        texture->setFilter(FILTER(paint), true);
2137    }
2138
2139    // No need to check for a UV mapper on the texture object, only ARGB_8888
2140    // bitmaps get packed in the atlas
2141    drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
2142            paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
2143            GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2144}
2145
2146/**
2147 * Important note: this method is intended to draw batches of bitmaps and
2148 * will not set the scissor enable or dirty the current layer, if any.
2149 * The caller is responsible for properly dirtying the current layer.
2150 */
2151status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
2152        TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) {
2153    mCaches.activeTexture(0);
2154    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2155    if (!texture) return DrawGlInfo::kStatusDone;
2156
2157    const AutoTexture autoCleanup(texture);
2158
2159    int alpha;
2160    SkXfermode::Mode mode;
2161    getAlphaAndMode(paint, &alpha, &mode);
2162
2163    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2164    texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true);
2165
2166    const float x = (int) floorf(bounds.left + 0.5f);
2167    const float y = (int) floorf(bounds.top + 0.5f);
2168    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2169        int color = paint != NULL ? paint->getColor() : 0;
2170        drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2171                texture->id, paint != NULL, color, alpha, mode,
2172                &vertices[0].x, &vertices[0].u,
2173                GL_TRIANGLES, bitmapCount * 6, true,
2174                kModelViewMode_Translate, false);
2175    } else {
2176        drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(),
2177                texture->id, alpha / 255.0f, mode, texture->blend,
2178                &vertices[0].x, &vertices[0].u,
2179                GL_TRIANGLES, bitmapCount * 6, false, true, 0,
2180                kModelViewMode_Translate, false);
2181    }
2182
2183    return DrawGlInfo::kStatusDrew;
2184}
2185
2186status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2187    const float right = left + bitmap->width();
2188    const float bottom = top + bitmap->height();
2189
2190    if (quickRejectSetupScissor(left, top, right, bottom)) {
2191        return DrawGlInfo::kStatusDone;
2192    }
2193
2194    mCaches.activeTexture(0);
2195    Texture* texture = getTexture(bitmap);
2196    if (!texture) return DrawGlInfo::kStatusDone;
2197    const AutoTexture autoCleanup(texture);
2198
2199    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2200        drawAlphaBitmap(texture, left, top, paint);
2201    } else {
2202        drawTextureRect(left, top, right, bottom, texture, paint);
2203    }
2204
2205    return DrawGlInfo::kStatusDrew;
2206}
2207
2208status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
2209    Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
2210    const mat4 transform(*matrix);
2211    transform.mapRect(r);
2212
2213    if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) {
2214        return DrawGlInfo::kStatusDone;
2215    }
2216
2217    mCaches.activeTexture(0);
2218    Texture* texture = getTexture(bitmap);
2219    if (!texture) return DrawGlInfo::kStatusDone;
2220    const AutoTexture autoCleanup(texture);
2221
2222    // This could be done in a cheaper way, all we need is pass the matrix
2223    // to the vertex shader. The save/restore is a bit overkill.
2224    save(SkCanvas::kMatrix_SaveFlag);
2225    concatMatrix(matrix);
2226    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2227        drawAlphaBitmap(texture, 0.0f, 0.0f, paint);
2228    } else {
2229        drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
2230    }
2231    restore();
2232
2233    return DrawGlInfo::kStatusDrew;
2234}
2235
2236status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
2237    const float right = left + bitmap->width();
2238    const float bottom = top + bitmap->height();
2239
2240    if (quickRejectSetupScissor(left, top, right, bottom)) {
2241        return DrawGlInfo::kStatusDone;
2242    }
2243
2244    mCaches.activeTexture(0);
2245    Texture* texture = mCaches.textureCache.getTransient(bitmap);
2246    const AutoTexture autoCleanup(texture);
2247
2248    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2249        drawAlphaBitmap(texture, left, top, paint);
2250    } else {
2251        drawTextureRect(left, top, right, bottom, texture, paint);
2252    }
2253
2254    return DrawGlInfo::kStatusDrew;
2255}
2256
2257status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
2258        float* vertices, int* colors, SkPaint* paint) {
2259    if (!vertices || mSnapshot->isIgnored()) {
2260        return DrawGlInfo::kStatusDone;
2261    }
2262
2263    // TODO: use quickReject on bounds from vertices
2264    mCaches.enableScissor();
2265
2266    float left = FLT_MAX;
2267    float top = FLT_MAX;
2268    float right = FLT_MIN;
2269    float bottom = FLT_MIN;
2270
2271    const uint32_t count = meshWidth * meshHeight * 6;
2272
2273    ColorTextureVertex mesh[count];
2274    ColorTextureVertex* vertex = mesh;
2275
2276    bool cleanupColors = false;
2277    if (!colors) {
2278        uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1);
2279        colors = new int[colorsCount];
2280        memset(colors, 0xff, colorsCount * sizeof(int));
2281        cleanupColors = true;
2282    }
2283
2284    mCaches.activeTexture(0);
2285    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
2286    const UvMapper& mapper(getMapper(texture));
2287
2288    for (int32_t y = 0; y < meshHeight; y++) {
2289        for (int32_t x = 0; x < meshWidth; x++) {
2290            uint32_t i = (y * (meshWidth + 1) + x) * 2;
2291
2292            float u1 = float(x) / meshWidth;
2293            float u2 = float(x + 1) / meshWidth;
2294            float v1 = float(y) / meshHeight;
2295            float v2 = float(y + 1) / meshHeight;
2296
2297            mapper.map(u1, v1, u2, v2);
2298
2299            int ax = i + (meshWidth + 1) * 2;
2300            int ay = ax + 1;
2301            int bx = i;
2302            int by = bx + 1;
2303            int cx = i + 2;
2304            int cy = cx + 1;
2305            int dx = i + (meshWidth + 1) * 2 + 2;
2306            int dy = dx + 1;
2307
2308            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2309            ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2310            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2311
2312            ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2313            ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2314            ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2315
2316            left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
2317            top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
2318            right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
2319            bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
2320        }
2321    }
2322
2323    if (quickRejectSetupScissor(left, top, right, bottom)) {
2324        if (cleanupColors) delete[] colors;
2325        return DrawGlInfo::kStatusDone;
2326    }
2327
2328    if (!texture) {
2329        texture = mCaches.textureCache.get(bitmap);
2330        if (!texture) {
2331            if (cleanupColors) delete[] colors;
2332            return DrawGlInfo::kStatusDone;
2333        }
2334    }
2335    const AutoTexture autoCleanup(texture);
2336
2337    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2338    texture->setFilter(FILTER(paint), true);
2339
2340    int alpha;
2341    SkXfermode::Mode mode;
2342    getAlphaAndMode(paint, &alpha, &mode);
2343
2344    float a = alpha / 255.0f;
2345
2346    if (hasLayer()) {
2347        dirtyLayer(left, top, right, bottom, currentTransform());
2348    }
2349
2350    setupDraw();
2351    setupDrawWithTextureAndColor();
2352    setupDrawColor(a, a, a, a);
2353    setupDrawColorFilter();
2354    setupDrawBlending(true, mode, false);
2355    setupDrawProgram();
2356    setupDrawDirtyRegionsDisabled();
2357    setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f);
2358    setupDrawTexture(texture->id);
2359    setupDrawPureColorUniforms();
2360    setupDrawColorFilterUniforms();
2361    setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r);
2362
2363    glDrawArrays(GL_TRIANGLES, 0, count);
2364
2365    int slot = mCaches.currentProgram->getAttrib("colors");
2366    if (slot >= 0) {
2367        glDisableVertexAttribArray(slot);
2368    }
2369
2370    if (cleanupColors) delete[] colors;
2371
2372    return DrawGlInfo::kStatusDrew;
2373}
2374
2375status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
2376         float srcLeft, float srcTop, float srcRight, float srcBottom,
2377         float dstLeft, float dstTop, float dstRight, float dstBottom,
2378         SkPaint* paint) {
2379    if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) {
2380        return DrawGlInfo::kStatusDone;
2381    }
2382
2383    mCaches.activeTexture(0);
2384    Texture* texture = getTexture(bitmap);
2385    if (!texture) return DrawGlInfo::kStatusDone;
2386    const AutoTexture autoCleanup(texture);
2387
2388    const float width = texture->width;
2389    const float height = texture->height;
2390
2391    float u1 = fmax(0.0f, srcLeft / width);
2392    float v1 = fmax(0.0f, srcTop / height);
2393    float u2 = fmin(1.0f, srcRight / width);
2394    float v2 = fmin(1.0f, srcBottom / height);
2395
2396    getMapper(texture).map(u1, v1, u2, v2);
2397
2398    mCaches.unbindMeshBuffer();
2399    resetDrawTextureTexCoords(u1, v1, u2, v2);
2400
2401    int alpha;
2402    SkXfermode::Mode mode;
2403    getAlphaAndMode(paint, &alpha, &mode);
2404
2405    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2406
2407    float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft);
2408    float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop);
2409
2410    bool scaled = scaleX != 1.0f || scaleY != 1.0f;
2411    // Apply a scale transform on the canvas only when a shader is in use
2412    // Skia handles the ratio between the dst and src rects as a scale factor
2413    // when a shader is set
2414    bool useScaleTransform = mDrawModifiers.mShader && scaled;
2415    bool ignoreTransform = false;
2416
2417    if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) {
2418        float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f);
2419        float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f);
2420
2421        dstRight = x + (dstRight - dstLeft);
2422        dstBottom = y + (dstBottom - dstTop);
2423
2424        dstLeft = x;
2425        dstTop = y;
2426
2427        texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true);
2428        ignoreTransform = true;
2429    } else {
2430        texture->setFilter(FILTER(paint), true);
2431    }
2432
2433    if (CC_UNLIKELY(useScaleTransform)) {
2434        save(SkCanvas::kMatrix_SaveFlag);
2435        translate(dstLeft, dstTop);
2436        scale(scaleX, scaleY);
2437
2438        dstLeft = 0.0f;
2439        dstTop = 0.0f;
2440
2441        dstRight = srcRight - srcLeft;
2442        dstBottom = srcBottom - srcTop;
2443    }
2444
2445    if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) {
2446        int color = paint ? paint->getColor() : 0;
2447        drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2448                texture->id, paint != NULL, color, alpha, mode,
2449                &mMeshVertices[0].x, &mMeshVertices[0].u,
2450                GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform);
2451    } else {
2452        drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom,
2453                texture->id, alpha / 255.0f, mode, texture->blend,
2454                &mMeshVertices[0].x, &mMeshVertices[0].u,
2455                GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform);
2456    }
2457
2458    if (CC_UNLIKELY(useScaleTransform)) {
2459        restore();
2460    }
2461
2462    resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
2463
2464    return DrawGlInfo::kStatusDrew;
2465}
2466
2467status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
2468        float left, float top, float right, float bottom, SkPaint* paint) {
2469    if (quickRejectSetupScissor(left, top, right, bottom)) {
2470        return DrawGlInfo::kStatusDone;
2471    }
2472
2473    AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap);
2474    const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2475            right - left, bottom - top, patch);
2476
2477    return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2478}
2479
2480status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2481        float left, float top, float right, float bottom, SkPaint* paint) {
2482    if (quickRejectSetupScissor(left, top, right, bottom)) {
2483        return DrawGlInfo::kStatusDone;
2484    }
2485
2486    if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2487        mCaches.activeTexture(0);
2488        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2489        if (!texture) return DrawGlInfo::kStatusDone;
2490        const AutoTexture autoCleanup(texture);
2491
2492        texture->setWrap(GL_CLAMP_TO_EDGE, true);
2493        texture->setFilter(GL_LINEAR, true);
2494
2495        int alpha;
2496        SkXfermode::Mode mode;
2497        getAlphaAndMode(paint, &alpha, &mode);
2498
2499        const bool pureTranslate = currentTransform().isPureTranslate();
2500        // Mark the current layer dirty where we are going to draw the patch
2501        if (hasLayer() && mesh->hasEmptyQuads) {
2502            const float offsetX = left + currentTransform().getTranslateX();
2503            const float offsetY = top + currentTransform().getTranslateY();
2504            const size_t count = mesh->quads.size();
2505            for (size_t i = 0; i < count; i++) {
2506                const Rect& bounds = mesh->quads.itemAt(i);
2507                if (CC_LIKELY(pureTranslate)) {
2508                    const float x = (int) floorf(bounds.left + offsetX + 0.5f);
2509                    const float y = (int) floorf(bounds.top + offsetY + 0.5f);
2510                    dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
2511                } else {
2512                    dirtyLayer(left + bounds.left, top + bounds.top,
2513                            left + bounds.right, top + bounds.bottom, currentTransform());
2514                }
2515            }
2516        }
2517
2518        bool ignoreTransform = false;
2519        if (CC_LIKELY(pureTranslate)) {
2520            const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
2521            const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
2522
2523            right = x + right - left;
2524            bottom = y + bottom - top;
2525            left = x;
2526            top = y;
2527            ignoreTransform = true;
2528        }
2529        drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
2530                mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2531                GL_TRIANGLES, mesh->indexCount, false, ignoreTransform,
2532                mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads);
2533    }
2534
2535    return DrawGlInfo::kStatusDrew;
2536}
2537
2538/**
2539 * Important note: this method is intended to draw batches of 9-patch objects and
2540 * will not set the scissor enable or dirty the current layer, if any.
2541 * The caller is responsible for properly dirtying the current layer.
2542 */
2543status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
2544        TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) {
2545    mCaches.activeTexture(0);
2546    Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
2547    if (!texture) return DrawGlInfo::kStatusDone;
2548    const AutoTexture autoCleanup(texture);
2549
2550    texture->setWrap(GL_CLAMP_TO_EDGE, true);
2551    texture->setFilter(GL_LINEAR, true);
2552
2553    int alpha;
2554    SkXfermode::Mode mode;
2555    getAlphaAndMode(paint, &alpha, &mode);
2556
2557    drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
2558            mode, texture->blend, &vertices[0].x, &vertices[0].u,
2559            GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false);
2560
2561    return DrawGlInfo::kStatusDrew;
2562}
2563
2564status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
2565        bool useOffset) {
2566    // not missing call to quickReject/dirtyLayer, always done at a higher level
2567
2568    if (!vertexBuffer.getVertexCount()) {
2569        // no vertices to draw
2570        return DrawGlInfo::kStatusDone;
2571    }
2572
2573    int color = paint->getColor();
2574    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
2575    bool isAA = paint->isAntiAlias();
2576
2577    setupDraw();
2578    setupDrawNoTexture();
2579    if (isAA) setupDrawAA();
2580    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2581    setupDrawColorFilter();
2582    setupDrawShader();
2583    setupDrawBlending(isAA, mode);
2584    setupDrawProgram();
2585    setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0);
2586    setupDrawColorUniforms();
2587    setupDrawColorFilterUniforms();
2588    setupDrawShaderUniforms();
2589
2590    const void* vertices = vertexBuffer.getBuffer();
2591    bool force = mCaches.unbindMeshBuffer();
2592    mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
2593    mCaches.resetTexCoordsVertexPointer();
2594    mCaches.unbindIndicesBuffer();
2595
2596    int alphaSlot = -1;
2597    if (isAA) {
2598        void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset;
2599        alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha");
2600
2601        // TODO: avoid enable/disable in back to back uses of the alpha attribute
2602        glEnableVertexAttribArray(alphaSlot);
2603        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords);
2604    }
2605
2606    glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount());
2607
2608    if (isAA) {
2609        glDisableVertexAttribArray(alphaSlot);
2610    }
2611
2612    return DrawGlInfo::kStatusDrew;
2613}
2614
2615/**
2616 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to
2617 * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in
2618 * screen space in all directions. However, instead of using a fragment shader to compute the
2619 * translucency of the color from its position, we simply use a varying parameter to define how far
2620 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2621 *
2622 * Doesn't yet support joins, caps, or path effects.
2623 */
2624status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) {
2625    VertexBuffer vertexBuffer;
2626    // TODO: try clipping large paths to viewport
2627    PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer);
2628
2629    if (hasLayer()) {
2630        SkRect bounds = path.getBounds();
2631        PathTessellator::expandBoundsForStroke(bounds, paint);
2632        dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2633    }
2634
2635    return drawVertexBuffer(vertexBuffer, paint);
2636}
2637
2638/**
2639 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2640 * and additional geometry for defining an alpha slope perimeter.
2641 *
2642 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some
2643 * unexpected results, and may vary between hardware devices. Previously we used a varying-base
2644 * in-shader alpha region, but found it to be taxing on some GPUs.
2645 *
2646 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce
2647 * memory transfer by removing need for degenerate vertices.
2648 */
2649status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
2650    if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone;
2651
2652    count &= ~0x3; // round down to nearest four
2653
2654    VertexBuffer buffer;
2655    SkRect bounds;
2656    PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer);
2657
2658    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2659    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2660        return DrawGlInfo::kStatusDone;
2661    }
2662
2663    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2664
2665    bool useOffset = !paint->isAntiAlias();
2666    return drawVertexBuffer(buffer, paint, useOffset);
2667}
2668
2669status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
2670    if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone;
2671
2672    count &= ~0x1; // round down to nearest two
2673
2674    VertexBuffer buffer;
2675    SkRect bounds;
2676    PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer);
2677
2678    // can't pass paint, since style would be checked for outset. outset done by tessellation.
2679    if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) {
2680        return DrawGlInfo::kStatusDone;
2681    }
2682
2683    dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform());
2684
2685    bool useOffset = !paint->isAntiAlias();
2686    return drawVertexBuffer(buffer, paint, useOffset);
2687}
2688
2689status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
2690    // No need to check against the clip, we fill the clip region
2691    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
2692
2693    Rect& clip(*mSnapshot->clipRect);
2694    clip.snapToPixelBoundaries();
2695
2696    drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
2697
2698    return DrawGlInfo::kStatusDrew;
2699}
2700
2701status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture,
2702        SkPaint* paint) {
2703    if (!texture) return DrawGlInfo::kStatusDone;
2704    const AutoTexture autoCleanup(texture);
2705
2706    const float x = left + texture->left - texture->offset;
2707    const float y = top + texture->top - texture->offset;
2708
2709    drawPathTexture(texture, x, y, paint);
2710
2711    return DrawGlInfo::kStatusDrew;
2712}
2713
2714status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
2715        float rx, float ry, SkPaint* p) {
2716    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2717            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2718        return DrawGlInfo::kStatusDone;
2719    }
2720
2721    if (p->getPathEffect() != 0) {
2722        mCaches.activeTexture(0);
2723        const PathTexture* texture = mCaches.pathCache.getRoundRect(
2724                right - left, bottom - top, rx, ry, p);
2725        return drawShape(left, top, texture, p);
2726    }
2727
2728    SkPath path;
2729    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2730    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2731        float outset = p->getStrokeWidth() / 2;
2732        rect.outset(outset, outset);
2733        rx += outset;
2734        ry += outset;
2735    }
2736    path.addRoundRect(rect, rx, ry);
2737    return drawConvexPath(path, p);
2738}
2739
2740status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) {
2741    if (mSnapshot->isIgnored() || quickRejectSetupScissor(x - radius, y - radius,
2742            x + radius, y + radius, p) ||
2743            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2744        return DrawGlInfo::kStatusDone;
2745    }
2746    if (p->getPathEffect() != 0) {
2747        mCaches.activeTexture(0);
2748        const PathTexture* texture = mCaches.pathCache.getCircle(radius, p);
2749        return drawShape(x - radius, y - radius, texture, p);
2750    }
2751
2752    SkPath path;
2753    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2754        path.addCircle(x, y, radius + p->getStrokeWidth() / 2);
2755    } else {
2756        path.addCircle(x, y, radius);
2757    }
2758    return drawConvexPath(path, p);
2759}
2760
2761status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom,
2762        SkPaint* p) {
2763    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2764            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2765        return DrawGlInfo::kStatusDone;
2766    }
2767
2768    if (p->getPathEffect() != 0) {
2769        mCaches.activeTexture(0);
2770        const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p);
2771        return drawShape(left, top, texture, p);
2772    }
2773
2774    SkPath path;
2775    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2776    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2777        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2778    }
2779    path.addOval(rect);
2780    return drawConvexPath(path, p);
2781}
2782
2783status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
2784        float startAngle, float sweepAngle, bool useCenter, SkPaint* p) {
2785    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2786            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2787        return DrawGlInfo::kStatusDone;
2788    }
2789
2790    if (fabs(sweepAngle) >= 360.0f) {
2791        return drawOval(left, top, right, bottom, p);
2792    }
2793
2794    // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180)
2795    if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) {
2796        mCaches.activeTexture(0);
2797        const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top,
2798                startAngle, sweepAngle, useCenter, p);
2799        return drawShape(left, top, texture, p);
2800    }
2801
2802    SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2803    if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2804        rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2805    }
2806
2807    SkPath path;
2808    if (useCenter) {
2809        path.moveTo(rect.centerX(), rect.centerY());
2810    }
2811    path.arcTo(rect, startAngle, sweepAngle, !useCenter);
2812    if (useCenter) {
2813        path.close();
2814    }
2815    return drawConvexPath(path, p);
2816}
2817
2818// See SkPaintDefaults.h
2819#define SkPaintDefaults_MiterLimit SkIntToScalar(4)
2820
2821status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
2822    if (mSnapshot->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) ||
2823            (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) {
2824        return DrawGlInfo::kStatusDone;
2825    }
2826
2827    if (p->getStyle() != SkPaint::kFill_Style) {
2828        // only fill style is supported by drawConvexPath, since others have to handle joins
2829        if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join ||
2830                p->getStrokeMiter() != SkPaintDefaults_MiterLimit) {
2831            mCaches.activeTexture(0);
2832            const PathTexture* texture =
2833                    mCaches.pathCache.getRect(right - left, bottom - top, p);
2834            return drawShape(left, top, texture, p);
2835        }
2836
2837        SkPath path;
2838        SkRect rect = SkRect::MakeLTRB(left, top, right, bottom);
2839        if (p->getStyle() == SkPaint::kStrokeAndFill_Style) {
2840            rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2);
2841        }
2842        path.addRect(rect);
2843        return drawConvexPath(path, p);
2844    }
2845
2846    if (p->isAntiAlias() && !currentTransform().isSimple()) {
2847        SkPath path;
2848        path.addRect(left, top, right, bottom);
2849        return drawConvexPath(path, p);
2850    } else {
2851        drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode()));
2852        return DrawGlInfo::kStatusDrew;
2853    }
2854}
2855
2856void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
2857        const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
2858        float x, float y) {
2859    mCaches.activeTexture(0);
2860
2861    // NOTE: The drop shadow will not perform gamma correction
2862    //       if shader-based correction is enabled
2863    mCaches.dropShadowCache.setFontRenderer(fontRenderer);
2864    const ShadowTexture* shadow = mCaches.dropShadowCache.get(
2865            paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions);
2866    // If the drop shadow exceeds the max texture size or couldn't be
2867    // allocated, skip drawing
2868    if (!shadow) return;
2869    const AutoTexture autoCleanup(shadow);
2870
2871    const float sx = x - shadow->left + mDrawModifiers.mShadowDx;
2872    const float sy = y - shadow->top + mDrawModifiers.mShadowDy;
2873
2874    const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha;
2875    int shadowColor = mDrawModifiers.mShadowColor;
2876    if (mDrawModifiers.mShader) {
2877        shadowColor = 0xffffffff;
2878    }
2879
2880    setupDraw();
2881    setupDrawWithTexture(true);
2882    setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
2883    setupDrawColorFilter();
2884    setupDrawShader();
2885    setupDrawBlending(true, mode);
2886    setupDrawProgram();
2887    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
2888            sx, sy, sx + shadow->width, sy + shadow->height);
2889    setupDrawTexture(shadow->id);
2890    setupDrawPureColorUniforms();
2891    setupDrawColorFilterUniforms();
2892    setupDrawShaderUniforms();
2893    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
2894
2895    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
2896}
2897
2898bool OpenGLRenderer::canSkipText(const SkPaint* paint) const {
2899    float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2900    return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2901}
2902
2903status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count,
2904        const float* positions, SkPaint* paint) {
2905    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
2906        return DrawGlInfo::kStatusDone;
2907    }
2908
2909    // NOTE: Skia does not support perspective transform on drawPosText yet
2910    if (!currentTransform().isSimple()) {
2911        return DrawGlInfo::kStatusDone;
2912    }
2913
2914    mCaches.enableScissor();
2915
2916    float x = 0.0f;
2917    float y = 0.0f;
2918    const bool pureTranslate = currentTransform().isPureTranslate();
2919    if (pureTranslate) {
2920        x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
2921        y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
2922    }
2923
2924    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
2925    fontRenderer.setFont(paint, mat4::identity());
2926
2927    int alpha;
2928    SkXfermode::Mode mode;
2929    getAlphaAndMode(paint, &alpha, &mode);
2930
2931    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
2932        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
2933                alpha, mode, 0.0f, 0.0f);
2934    }
2935
2936    // Pick the appropriate texture filtering
2937    bool linearFilter = currentTransform().changesBounds();
2938    if (pureTranslate && !linearFilter) {
2939        linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
2940    }
2941    fontRenderer.setTextureFiltering(linearFilter);
2942
2943    const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
2944    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
2945
2946    const bool hasActiveLayer = hasLayer();
2947
2948    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2949    if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
2950            positions, hasActiveLayer ? &bounds : NULL, &functor)) {
2951        if (hasActiveLayer) {
2952            if (!pureTranslate) {
2953                currentTransform().mapRect(bounds);
2954            }
2955            dirtyLayerUnchecked(bounds, getRegion());
2956        }
2957    }
2958
2959    return DrawGlInfo::kStatusDrew;
2960}
2961
2962mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const {
2963    mat4 fontTransform;
2964    if (CC_LIKELY(transform.isPureTranslate())) {
2965        fontTransform = mat4::identity();
2966    } else {
2967        if (CC_UNLIKELY(transform.isPerspective())) {
2968            fontTransform = mat4::identity();
2969        } else {
2970            float sx, sy;
2971            currentTransform().decomposeScale(sx, sy);
2972            fontTransform.loadScale(sx, sy, 1.0f);
2973        }
2974    }
2975    return fontTransform;
2976}
2977
2978status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y,
2979        const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
2980        DrawOpMode drawOpMode) {
2981
2982    if (drawOpMode == kDrawOpMode_Immediate) {
2983        // The checks for corner-case ignorable text and quick rejection is only done for immediate
2984        // drawing as ops from DeferredDisplayList are already filtered for these
2985        if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) ||
2986                quickRejectSetupScissor(bounds)) {
2987            return DrawGlInfo::kStatusDone;
2988        }
2989    }
2990
2991    const float oldX = x;
2992    const float oldY = y;
2993
2994    const mat4& transform = currentTransform();
2995    const bool pureTranslate = transform.isPureTranslate();
2996
2997    if (CC_LIKELY(pureTranslate)) {
2998        x = (int) floorf(x + transform.getTranslateX() + 0.5f);
2999        y = (int) floorf(y + transform.getTranslateY() + 0.5f);
3000    }
3001
3002    int alpha;
3003    SkXfermode::Mode mode;
3004    getAlphaAndMode(paint, &alpha, &mode);
3005
3006    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3007
3008    if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) {
3009        fontRenderer.setFont(paint, mat4::identity());
3010        drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer,
3011                alpha, mode, oldX, oldY);
3012    }
3013
3014    const bool hasActiveLayer = hasLayer();
3015
3016    // We only pass a partial transform to the font renderer. That partial
3017    // matrix defines how glyphs are rasterized. Typically we want glyphs
3018    // to be rasterized at their final size on screen, which means the partial
3019    // matrix needs to take the scale factor into account.
3020    // When a partial matrix is used to transform glyphs during rasterization,
3021    // the mesh is generated with the inverse transform (in the case of scale,
3022    // the mesh is generated at 1.0 / scale for instance.) This allows us to
3023    // apply the full transform matrix at draw time in the vertex shader.
3024    // Applying the full matrix in the shader is the easiest way to handle
3025    // rotation and perspective and allows us to always generated quads in the
3026    // font renderer which greatly simplifies the code, clipping in particular.
3027    mat4 fontTransform = findBestFontTransform(transform);
3028    fontRenderer.setFont(paint, fontTransform);
3029
3030    // Pick the appropriate texture filtering
3031    bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
3032    fontRenderer.setTextureFiltering(linearFilter);
3033
3034    // TODO: Implement better clipping for scaled/rotated text
3035    const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect;
3036    Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3037
3038    bool status;
3039    TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
3040
3041    // don't call issuedrawcommand, do it at end of batch
3042    bool forceFinish = (drawOpMode != kDrawOpMode_Defer);
3043    if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) {
3044        SkPaint paintCopy(*paint);
3045        paintCopy.setTextAlign(SkPaint::kLeft_Align);
3046        status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y,
3047                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3048    } else {
3049        status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y,
3050                positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish);
3051    }
3052
3053    if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) {
3054        if (!pureTranslate) {
3055            transform.mapRect(layerBounds);
3056        }
3057        dirtyLayerUnchecked(layerBounds, getRegion());
3058    }
3059
3060    drawTextDecorations(totalAdvance, oldX, oldY, paint);
3061
3062    return DrawGlInfo::kStatusDrew;
3063}
3064
3065status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
3066        float hOffset, float vOffset, SkPaint* paint) {
3067    if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) {
3068        return DrawGlInfo::kStatusDone;
3069    }
3070
3071    // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics
3072    mCaches.enableScissor();
3073
3074    FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint);
3075    fontRenderer.setFont(paint, mat4::identity());
3076    fontRenderer.setTextureFiltering(true);
3077
3078    int alpha;
3079    SkXfermode::Mode mode;
3080    getAlphaAndMode(paint, &alpha, &mode);
3081    TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3082
3083    const Rect* clip = &mSnapshot->getLocalClip();
3084    Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
3085
3086    const bool hasActiveLayer = hasLayer();
3087
3088    if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path,
3089            hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) {
3090        if (hasActiveLayer) {
3091            currentTransform().mapRect(bounds);
3092            dirtyLayerUnchecked(bounds, getRegion());
3093        }
3094    }
3095
3096    return DrawGlInfo::kStatusDrew;
3097}
3098
3099status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
3100    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3101
3102    mCaches.activeTexture(0);
3103
3104    const PathTexture* texture = mCaches.pathCache.get(path, paint);
3105    if (!texture) return DrawGlInfo::kStatusDone;
3106    const AutoTexture autoCleanup(texture);
3107
3108    const float x = texture->left - texture->offset;
3109    const float y = texture->top - texture->offset;
3110
3111    drawPathTexture(texture, x, y, paint);
3112
3113    return DrawGlInfo::kStatusDrew;
3114}
3115
3116status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) {
3117    if (!layer) {
3118        return DrawGlInfo::kStatusDone;
3119    }
3120
3121    mat4* transform = NULL;
3122    if (layer->isTextureLayer()) {
3123        transform = &layer->getTransform();
3124        if (!transform->isIdentity()) {
3125            save(0);
3126            currentTransform().multiply(*transform);
3127        }
3128    }
3129
3130    bool clipRequired = false;
3131    const bool rejected = calculateQuickRejectForScissor(x, y,
3132            x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false);
3133
3134    if (rejected) {
3135        if (transform && !transform->isIdentity()) {
3136            restore();
3137        }
3138        return DrawGlInfo::kStatusDone;
3139    }
3140
3141    updateLayer(layer, true);
3142
3143    mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired);
3144    mCaches.activeTexture(0);
3145
3146    if (CC_LIKELY(!layer->region.isEmpty())) {
3147        SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter;
3148        mDrawModifiers.mColorFilter = layer->getColorFilter();
3149
3150        if (layer->region.isRect()) {
3151            DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3152                    composeLayerRect(layer, layer->regionRect));
3153        } else if (layer->mesh) {
3154            const float a = getLayerAlpha(layer);
3155            setupDraw();
3156            setupDrawWithTexture();
3157            setupDrawColor(a, a, a, a);
3158            setupDrawColorFilter();
3159            setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
3160            setupDrawProgram();
3161            setupDrawPureColorUniforms();
3162            setupDrawColorFilterUniforms();
3163            setupDrawTexture(layer->getTexture());
3164            if (CC_LIKELY(currentTransform().isPureTranslate())) {
3165                int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f);
3166                int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f);
3167
3168                layer->setFilter(GL_NEAREST);
3169                setupDrawModelView(kModelViewMode_Translate, false, tx, ty,
3170                        tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true);
3171            } else {
3172                layer->setFilter(GL_LINEAR);
3173                setupDrawModelView(kModelViewMode_Translate, false, x, y,
3174                        x + layer->layer.getWidth(), y + layer->layer.getHeight());
3175            }
3176
3177            TextureVertex* mesh = &layer->mesh[0];
3178            GLsizei elementsCount = layer->meshElementCount;
3179
3180            while (elementsCount > 0) {
3181                GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6);
3182
3183                setupDrawMeshIndices(&mesh[0].x, &mesh[0].u);
3184                DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate,
3185                        glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL));
3186
3187                elementsCount -= drawCount;
3188                // Though there are 4 vertices in a quad, we use 6 indices per
3189                // quad to draw with GL_TRIANGLES
3190                mesh += (drawCount / 6) * 4;
3191            }
3192
3193#if DEBUG_LAYERS_AS_REGIONS
3194            drawRegionRectsDebug(layer->region);
3195#endif
3196        }
3197
3198        mDrawModifiers.mColorFilter = oldFilter;
3199
3200        if (layer->debugDrawUpdate) {
3201            layer->debugDrawUpdate = false;
3202            drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(),
3203                    0x7f00ff00, SkXfermode::kSrcOver_Mode);
3204        }
3205    }
3206    layer->hasDrawnSinceUpdate = true;
3207
3208    if (transform && !transform->isIdentity()) {
3209        restore();
3210    }
3211
3212    return DrawGlInfo::kStatusDrew;
3213}
3214
3215///////////////////////////////////////////////////////////////////////////////
3216// Shaders
3217///////////////////////////////////////////////////////////////////////////////
3218
3219void OpenGLRenderer::resetShader() {
3220    mDrawModifiers.mShader = NULL;
3221}
3222
3223void OpenGLRenderer::setupShader(SkiaShader* shader) {
3224    mDrawModifiers.mShader = shader;
3225    if (mDrawModifiers.mShader) {
3226        mDrawModifiers.mShader->setCaches(mCaches);
3227    }
3228}
3229
3230///////////////////////////////////////////////////////////////////////////////
3231// Color filters
3232///////////////////////////////////////////////////////////////////////////////
3233
3234void OpenGLRenderer::resetColorFilter() {
3235    mDrawModifiers.mColorFilter = NULL;
3236}
3237
3238void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
3239    mDrawModifiers.mColorFilter = filter;
3240}
3241
3242///////////////////////////////////////////////////////////////////////////////
3243// Drop shadow
3244///////////////////////////////////////////////////////////////////////////////
3245
3246void OpenGLRenderer::resetShadow() {
3247    mDrawModifiers.mHasShadow = false;
3248}
3249
3250void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
3251    mDrawModifiers.mHasShadow = true;
3252    mDrawModifiers.mShadowRadius = radius;
3253    mDrawModifiers.mShadowDx = dx;
3254    mDrawModifiers.mShadowDy = dy;
3255    mDrawModifiers.mShadowColor = color;
3256}
3257
3258///////////////////////////////////////////////////////////////////////////////
3259// Draw filters
3260///////////////////////////////////////////////////////////////////////////////
3261
3262void OpenGLRenderer::resetPaintFilter() {
3263    // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier
3264    // comparison, see MergingDrawBatch::canMergeWith
3265    mDrawModifiers.mHasDrawFilter = false;
3266    mDrawModifiers.mPaintFilterClearBits = 0;
3267    mDrawModifiers.mPaintFilterSetBits = 0;
3268}
3269
3270void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) {
3271    mDrawModifiers.mHasDrawFilter = true;
3272    mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags;
3273    mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags;
3274}
3275
3276SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) {
3277    if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) {
3278        return paint;
3279    }
3280
3281    uint32_t flags = paint->getFlags();
3282
3283    mFilteredPaint = *paint;
3284    mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) |
3285            mDrawModifiers.mPaintFilterSetBits);
3286
3287    return &mFilteredPaint;
3288}
3289
3290///////////////////////////////////////////////////////////////////////////////
3291// Drawing implementation
3292///////////////////////////////////////////////////////////////////////////////
3293
3294Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) {
3295    Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap);
3296    if (!texture) {
3297        return mCaches.textureCache.get(bitmap);
3298    }
3299    return texture;
3300}
3301
3302void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
3303        float x, float y, SkPaint* paint) {
3304    if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) {
3305        return;
3306    }
3307
3308    int alpha;
3309    SkXfermode::Mode mode;
3310    getAlphaAndMode(paint, &alpha, &mode);
3311
3312    setupDraw();
3313    setupDrawWithTexture(true);
3314    setupDrawAlpha8Color(paint->getColor(), alpha);
3315    setupDrawColorFilter();
3316    setupDrawShader();
3317    setupDrawBlending(true, mode);
3318    setupDrawProgram();
3319    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3320            x, y, x + texture->width, y + texture->height);
3321    setupDrawTexture(texture->id);
3322    setupDrawPureColorUniforms();
3323    setupDrawColorFilterUniforms();
3324    setupDrawShaderUniforms();
3325    setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
3326
3327    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3328}
3329
3330// Same values used by Skia
3331#define kStdStrikeThru_Offset   (-6.0f / 21.0f)
3332#define kStdUnderline_Offset    (1.0f / 9.0f)
3333#define kStdUnderline_Thickness (1.0f / 18.0f)
3334
3335void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) {
3336    // Handle underline and strike-through
3337    uint32_t flags = paint->getFlags();
3338    if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
3339        SkPaint paintCopy(*paint);
3340
3341        if (CC_LIKELY(underlineWidth > 0.0f)) {
3342            const float textSize = paintCopy.getTextSize();
3343            const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
3344
3345            const float left = x;
3346            float top = 0.0f;
3347
3348            int linesCount = 0;
3349            if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
3350            if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
3351
3352            const int pointsCount = 4 * linesCount;
3353            float points[pointsCount];
3354            int currentPoint = 0;
3355
3356            if (flags & SkPaint::kUnderlineText_Flag) {
3357                top = y + textSize * kStdUnderline_Offset;
3358                points[currentPoint++] = left;
3359                points[currentPoint++] = top;
3360                points[currentPoint++] = left + underlineWidth;
3361                points[currentPoint++] = top;
3362            }
3363
3364            if (flags & SkPaint::kStrikeThruText_Flag) {
3365                top = y + textSize * kStdStrikeThru_Offset;
3366                points[currentPoint++] = left;
3367                points[currentPoint++] = top;
3368                points[currentPoint++] = left + underlineWidth;
3369                points[currentPoint++] = top;
3370            }
3371
3372            paintCopy.setStrokeWidth(strokeWidth);
3373
3374            drawLines(&points[0], pointsCount, &paintCopy);
3375        }
3376    }
3377}
3378
3379status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) {
3380    if (mSnapshot->isIgnored()) {
3381        return DrawGlInfo::kStatusDone;
3382    }
3383
3384    int color = paint->getColor();
3385    // If a shader is set, preserve only the alpha
3386    if (mDrawModifiers.mShader) {
3387        color |= 0x00ffffff;
3388    }
3389    SkXfermode::Mode mode = getXfermode(paint->getXfermode());
3390
3391    return drawColorRects(rects, count, color, mode);
3392}
3393
3394status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlpha,
3395        float width, float height) {
3396    if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
3397
3398    // For now, always and scissor
3399    // TODO: use quickReject
3400    mCaches.enableScissor();
3401
3402    SkPaint paint;
3403    paint.setColor(mCaches.propertyShadowStrength << 24);
3404    paint.setAntiAlias(true); // want to use AlphaVertex
3405
3406    VertexBuffer shadowVertexBuffer;
3407    ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
3408            shadowVertexBuffer);
3409    return drawVertexBuffer(shadowVertexBuffer, &paint);
3410}
3411
3412status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
3413        SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
3414    if (count == 0) {
3415        return DrawGlInfo::kStatusDone;
3416    }
3417
3418    float left = FLT_MAX;
3419    float top = FLT_MAX;
3420    float right = FLT_MIN;
3421    float bottom = FLT_MIN;
3422
3423    Vertex mesh[count];
3424    Vertex* vertex = mesh;
3425
3426    for (int index = 0; index < count; index += 4) {
3427        float l = rects[index + 0];
3428        float t = rects[index + 1];
3429        float r = rects[index + 2];
3430        float b = rects[index + 3];
3431
3432        Vertex::set(vertex++, l, t);
3433        Vertex::set(vertex++, r, t);
3434        Vertex::set(vertex++, l, b);
3435        Vertex::set(vertex++, r, b);
3436
3437        left = fminf(left, l);
3438        top = fminf(top, t);
3439        right = fmaxf(right, r);
3440        bottom = fmaxf(bottom, b);
3441    }
3442
3443    if (clip && quickRejectSetupScissor(left, top, right, bottom)) {
3444        return DrawGlInfo::kStatusDone;
3445    }
3446
3447    setupDraw();
3448    setupDrawNoTexture();
3449    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3450    setupDrawShader();
3451    setupDrawColorFilter();
3452    setupDrawBlending(mode);
3453    setupDrawProgram();
3454    setupDrawDirtyRegionsDisabled();
3455    setupDrawModelView(kModelViewMode_Translate, false,
3456            0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform);
3457    setupDrawColorUniforms();
3458    setupDrawShaderUniforms();
3459    setupDrawColorFilterUniforms();
3460
3461    if (dirty && hasLayer()) {
3462        dirtyLayer(left, top, right, bottom, currentTransform());
3463    }
3464
3465    issueIndexedQuadDraw(&mesh[0], count / 4);
3466
3467    return DrawGlInfo::kStatusDrew;
3468}
3469
3470void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
3471        int color, SkXfermode::Mode mode, bool ignoreTransform) {
3472    // If a shader is set, preserve only the alpha
3473    if (mDrawModifiers.mShader) {
3474        color |= 0x00ffffff;
3475    }
3476
3477    setupDraw();
3478    setupDrawNoTexture();
3479    setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
3480    setupDrawShader();
3481    setupDrawColorFilter();
3482    setupDrawBlending(mode);
3483    setupDrawProgram();
3484    setupDrawModelView(kModelViewMode_TranslateAndScale, false,
3485            left, top, right, bottom, ignoreTransform);
3486    setupDrawColorUniforms();
3487    setupDrawShaderUniforms(ignoreTransform);
3488    setupDrawColorFilterUniforms();
3489    setupDrawSimpleMesh();
3490
3491    glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
3492}
3493
3494void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3495        Texture* texture, SkPaint* paint) {
3496    int alpha;
3497    SkXfermode::Mode mode;
3498    getAlphaAndMode(paint, &alpha, &mode);
3499
3500    texture->setWrap(GL_CLAMP_TO_EDGE, true);
3501
3502    GLvoid* vertices = (GLvoid*) NULL;
3503    GLvoid* texCoords = (GLvoid*) gMeshTextureOffset;
3504
3505    if (texture->uvMapper) {
3506        vertices = &mMeshVertices[0].x;
3507        texCoords = &mMeshVertices[0].u;
3508
3509        Rect uvs(0.0f, 0.0f, 1.0f, 1.0f);
3510        texture->uvMapper->map(uvs);
3511
3512        resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom);
3513    }
3514
3515    if (CC_LIKELY(currentTransform().isPureTranslate())) {
3516        const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f);
3517        const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f);
3518
3519        texture->setFilter(GL_NEAREST, true);
3520        drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
3521                alpha / 255.0f, mode, texture->blend, vertices, texCoords,
3522                GL_TRIANGLE_STRIP, gMeshCount, false, true);
3523    } else {
3524        texture->setFilter(FILTER(paint), true);
3525        drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
3526                texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount);
3527    }
3528
3529    if (texture->uvMapper) {
3530        resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
3531    }
3532}
3533
3534void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
3535        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
3536    drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
3537            (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
3538}
3539
3540void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
3541        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3542        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3543        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3544        ModelViewMode modelViewMode, bool dirty) {
3545
3546    setupDraw();
3547    setupDrawWithTexture();
3548    setupDrawColor(alpha, alpha, alpha, alpha);
3549    setupDrawColorFilter();
3550    setupDrawBlending(blend, mode, swapSrcDst);
3551    setupDrawProgram();
3552    if (!dirty) setupDrawDirtyRegionsDisabled();
3553    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3554    setupDrawTexture(texture);
3555    setupDrawPureColorUniforms();
3556    setupDrawColorFilterUniforms();
3557    setupDrawMesh(vertices, texCoords, vbo);
3558
3559    glDrawArrays(drawMode, 0, elementsCount);
3560}
3561
3562void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom,
3563        GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
3564        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3565        bool swapSrcDst, bool ignoreTransform, GLuint vbo,
3566        ModelViewMode modelViewMode, bool dirty) {
3567
3568    setupDraw();
3569    setupDrawWithTexture();
3570    setupDrawColor(alpha, alpha, alpha, alpha);
3571    setupDrawColorFilter();
3572    setupDrawBlending(blend, mode, swapSrcDst);
3573    setupDrawProgram();
3574    if (!dirty) setupDrawDirtyRegionsDisabled();
3575    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3576    setupDrawTexture(texture);
3577    setupDrawPureColorUniforms();
3578    setupDrawColorFilterUniforms();
3579    setupDrawMeshIndices(vertices, texCoords, vbo);
3580
3581    glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL);
3582}
3583
3584void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom,
3585        GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
3586        GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
3587        bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) {
3588
3589    setupDraw();
3590    setupDrawWithTexture(true);
3591    if (hasColor) {
3592        setupDrawAlpha8Color(color, alpha);
3593    }
3594    setupDrawColorFilter();
3595    setupDrawShader();
3596    setupDrawBlending(true, mode);
3597    setupDrawProgram();
3598    if (!dirty) setupDrawDirtyRegionsDisabled();
3599    setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform);
3600    setupDrawTexture(texture);
3601    setupDrawPureColorUniforms();
3602    setupDrawColorFilterUniforms();
3603    setupDrawShaderUniforms(ignoreTransform);
3604    setupDrawMesh(vertices, texCoords);
3605
3606    glDrawArrays(drawMode, 0, elementsCount);
3607}
3608
3609void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
3610        ProgramDescription& description, bool swapSrcDst) {
3611    if (mCountOverdraw) {
3612        if (!mCaches.blend) glEnable(GL_BLEND);
3613        if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) {
3614            glBlendFunc(GL_ONE, GL_ONE);
3615        }
3616
3617        mCaches.blend = true;
3618        mCaches.lastSrcMode = GL_ONE;
3619        mCaches.lastDstMode = GL_ONE;
3620
3621        return;
3622    }
3623
3624    blend = blend || mode != SkXfermode::kSrcOver_Mode;
3625
3626    if (blend) {
3627        // These blend modes are not supported by OpenGL directly and have
3628        // to be implemented using shaders. Since the shader will perform
3629        // the blending, turn blending off here
3630        // If the blend mode cannot be implemented using shaders, fall
3631        // back to the default SrcOver blend mode instead
3632        if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) {
3633            if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) {
3634                description.framebufferMode = mode;
3635                description.swapSrcDst = swapSrcDst;
3636
3637                if (mCaches.blend) {
3638                    glDisable(GL_BLEND);
3639                    mCaches.blend = false;
3640                }
3641
3642                return;
3643            } else {
3644                mode = SkXfermode::kSrcOver_Mode;
3645            }
3646        }
3647
3648        if (!mCaches.blend) {
3649            glEnable(GL_BLEND);
3650        }
3651
3652        GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
3653        GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
3654
3655        if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
3656            glBlendFunc(sourceMode, destMode);
3657            mCaches.lastSrcMode = sourceMode;
3658            mCaches.lastDstMode = destMode;
3659        }
3660    } else if (mCaches.blend) {
3661        glDisable(GL_BLEND);
3662    }
3663    mCaches.blend = blend;
3664}
3665
3666bool OpenGLRenderer::useProgram(Program* program) {
3667    if (!program->isInUse()) {
3668        if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
3669        program->use();
3670        mCaches.currentProgram = program;
3671        return false;
3672    }
3673    return true;
3674}
3675
3676void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
3677    TextureVertex* v = &mMeshVertices[0];
3678    TextureVertex::setUV(v++, u1, v1);
3679    TextureVertex::setUV(v++, u2, v1);
3680    TextureVertex::setUV(v++, u1, v2);
3681    TextureVertex::setUV(v++, u2, v2);
3682}
3683
3684void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3685    getAlphaAndModeDirect(paint, alpha,  mode);
3686    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3687        // if drawing a layer, ignore the paint's alpha
3688        *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3689    }
3690    *alpha *= mSnapshot->alpha;
3691}
3692
3693float OpenGLRenderer::getLayerAlpha(Layer* layer) const {
3694    float alpha;
3695    if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) {
3696        alpha = mDrawModifiers.mOverrideLayerAlpha;
3697    } else {
3698        alpha = layer->getAlpha() / 255.0f;
3699    }
3700    return alpha * mSnapshot->alpha;
3701}
3702
3703}; // namespace uirenderer
3704}; // namespace android
3705