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      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 "DisplayListRenderer.h"
     35 #include "Vector.h"
     36 
     37 namespace android {
     38 namespace uirenderer {
     39 
     40 ///////////////////////////////////////////////////////////////////////////////
     41 // Defines
     42 ///////////////////////////////////////////////////////////////////////////////
     43 
     44 #define RAD_TO_DEG (180.0f / 3.14159265f)
     45 #define MIN_ANGLE 0.001f
     46 
     47 // TODO: This should be set in properties
     48 #define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH)
     49 
     50 ///////////////////////////////////////////////////////////////////////////////
     51 // Globals
     52 ///////////////////////////////////////////////////////////////////////////////
     53 
     54 /**
     55  * Structure mapping Skia xfermodes to OpenGL blending factors.
     56  */
     57 struct Blender {
     58     SkXfermode::Mode mode;
     59     GLenum src;
     60     GLenum dst;
     61 }; // struct Blender
     62 
     63 // In this array, the index of each Blender equals the value of the first
     64 // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
     65 static const Blender gBlends[] = {
     66     { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
     67     { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO },
     68     { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE },
     69     { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
     70     { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
     71     { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
     72     { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
     73     { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
     74     { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
     75     { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
     76     { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
     77     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
     78     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
     79     { SkXfermode::kMultiply_Mode, GL_ZERO,                GL_SRC_COLOR },
     80     { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR }
     81 };
     82 
     83 // This array contains the swapped version of each SkXfermode. For instance
     84 // this array's SrcOver blending mode is actually DstOver. You can refer to
     85 // createLayer() for more information on the purpose of this array.
     86 static const Blender gBlendsSwap[] = {
     87     { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
     88     { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE },
     89     { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO },
     90     { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE },
     91     { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA },
     92     { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA },
     93     { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO },
     94     { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA },
     95     { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
     96     { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
     97     { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA },
     98     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
     99     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE },
    100     { SkXfermode::kMultiply_Mode, GL_DST_COLOR,           GL_ZERO },
    101     { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE }
    102 };
    103 
    104 static const GLenum gTextureUnits[] = {
    105     GL_TEXTURE0,
    106     GL_TEXTURE1,
    107     GL_TEXTURE2
    108 };
    109 
    110 ///////////////////////////////////////////////////////////////////////////////
    111 // Constructors/destructor
    112 ///////////////////////////////////////////////////////////////////////////////
    113 
    114 OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) {
    115     mShader = NULL;
    116     mColorFilter = NULL;
    117     mHasShadow = false;
    118 
    119     memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
    120 
    121     mFirstSnapshot = new Snapshot;
    122 }
    123 
    124 OpenGLRenderer::~OpenGLRenderer() {
    125     // The context has already been destroyed at this point, do not call
    126     // GL APIs. All GL state should be kept in Caches.h
    127 }
    128 
    129 ///////////////////////////////////////////////////////////////////////////////
    130 // Setup
    131 ///////////////////////////////////////////////////////////////////////////////
    132 
    133 void OpenGLRenderer::setViewport(int width, int height) {
    134     glDisable(GL_DITHER);
    135     glViewport(0, 0, width, height);
    136     mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
    137 
    138     mWidth = width;
    139     mHeight = height;
    140 
    141     mFirstSnapshot->height = height;
    142     mFirstSnapshot->viewport.set(0, 0, width, height);
    143 
    144     mDirtyClip = false;
    145 }
    146 
    147 void OpenGLRenderer::prepare(bool opaque) {
    148     prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque);
    149 }
    150 
    151 void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
    152     mCaches.clearGarbage();
    153 
    154     mSnapshot = new Snapshot(mFirstSnapshot,
    155             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
    156     mSnapshot->fbo = getTargetFbo();
    157 
    158     mSaveCount = 1;
    159 
    160     glViewport(0, 0, mWidth, mHeight);
    161 
    162     glEnable(GL_SCISSOR_TEST);
    163     glScissor(left, mSnapshot->height - bottom, right - left, bottom - top);
    164     mSnapshot->setClip(left, top, right, bottom);
    165 
    166     if (!opaque) {
    167         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    168         glClear(GL_COLOR_BUFFER_BIT);
    169     }
    170 }
    171 
    172 void OpenGLRenderer::finish() {
    173 #if DEBUG_OPENGL
    174     GLenum status = GL_NO_ERROR;
    175     while ((status = glGetError()) != GL_NO_ERROR) {
    176         LOGD("GL error from OpenGLRenderer: 0x%x", status);
    177         switch (status) {
    178             case GL_OUT_OF_MEMORY:
    179                 LOGE("  OpenGLRenderer is out of memory!");
    180                 break;
    181         }
    182     }
    183 #endif
    184 #if DEBUG_MEMORY_USAGE
    185     mCaches.dumpMemoryUsage();
    186 #else
    187     if (mCaches.getDebugLevel() & kDebugMemory) {
    188         mCaches.dumpMemoryUsage();
    189     }
    190 #endif
    191 }
    192 
    193 void OpenGLRenderer::interrupt() {
    194     if (mCaches.currentProgram) {
    195         if (mCaches.currentProgram->isInUse()) {
    196             mCaches.currentProgram->remove();
    197             mCaches.currentProgram = NULL;
    198         }
    199     }
    200     mCaches.unbindMeshBuffer();
    201 }
    202 
    203 void OpenGLRenderer::resume() {
    204     glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight());
    205 
    206     glEnable(GL_SCISSOR_TEST);
    207     dirtyClip();
    208 
    209     glDisable(GL_DITHER);
    210 
    211     glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo());
    212     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    213 
    214     mCaches.blend = true;
    215     glEnable(GL_BLEND);
    216     glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode);
    217     glBlendEquation(GL_FUNC_ADD);
    218 }
    219 
    220 bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
    221     interrupt();
    222     if (mDirtyClip) {
    223         setScissorFromClip();
    224     }
    225 
    226     Rect clip(*mSnapshot->clipRect);
    227     clip.snapToPixelBoundaries();
    228 
    229 #if RENDER_LAYERS_AS_REGIONS
    230     // Since we don't know what the functor will draw, let's dirty
    231     // tne entire clip region
    232     if (hasLayer()) {
    233         dirtyLayerUnchecked(clip, getRegion());
    234     }
    235 #endif
    236 
    237     DrawGlInfo info;
    238     info.clipLeft = clip.left;
    239     info.clipTop = clip.top;
    240     info.clipRight = clip.right;
    241     info.clipBottom = clip.bottom;
    242     info.isLayer = hasLayer();
    243     getSnapshot()->transform->copyTo(&info.transform[0]);
    244 
    245     status_t result = (*functor)(0, &info);
    246 
    247     if (result != 0) {
    248         Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom);
    249         dirty.unionWith(localDirty);
    250     }
    251 
    252     resume();
    253     return result != 0;
    254 }
    255 
    256 ///////////////////////////////////////////////////////////////////////////////
    257 // State management
    258 ///////////////////////////////////////////////////////////////////////////////
    259 
    260 int OpenGLRenderer::getSaveCount() const {
    261     return mSaveCount;
    262 }
    263 
    264 int OpenGLRenderer::save(int flags) {
    265     return saveSnapshot(flags);
    266 }
    267 
    268 void OpenGLRenderer::restore() {
    269     if (mSaveCount > 1) {
    270         restoreSnapshot();
    271     }
    272 }
    273 
    274 void OpenGLRenderer::restoreToCount(int saveCount) {
    275     if (saveCount < 1) saveCount = 1;
    276 
    277     while (mSaveCount > saveCount) {
    278         restoreSnapshot();
    279     }
    280 }
    281 
    282 int OpenGLRenderer::saveSnapshot(int flags) {
    283     mSnapshot = new Snapshot(mSnapshot, flags);
    284     return mSaveCount++;
    285 }
    286 
    287 bool OpenGLRenderer::restoreSnapshot() {
    288     bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
    289     bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
    290     bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
    291 
    292     sp<Snapshot> current = mSnapshot;
    293     sp<Snapshot> previous = mSnapshot->previous;
    294 
    295     if (restoreOrtho) {
    296         Rect& r = previous->viewport;
    297         glViewport(r.left, r.top, r.right, r.bottom);
    298         mOrthoMatrix.load(current->orthoMatrix);
    299     }
    300 
    301     mSaveCount--;
    302     mSnapshot = previous;
    303 
    304     if (restoreClip) {
    305         dirtyClip();
    306     }
    307 
    308     if (restoreLayer) {
    309         composeLayer(current, previous);
    310     }
    311 
    312     return restoreClip;
    313 }
    314 
    315 ///////////////////////////////////////////////////////////////////////////////
    316 // Layers
    317 ///////////////////////////////////////////////////////////////////////////////
    318 
    319 int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
    320         SkPaint* p, int flags) {
    321     const GLuint previousFbo = mSnapshot->fbo;
    322     const int count = saveSnapshot(flags);
    323 
    324     if (!mSnapshot->isIgnored()) {
    325         int alpha = 255;
    326         SkXfermode::Mode mode;
    327 
    328         if (p) {
    329             alpha = p->getAlpha();
    330             if (!mCaches.extensions.hasFramebufferFetch()) {
    331                 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
    332                 if (!isMode) {
    333                     // Assume SRC_OVER
    334                     mode = SkXfermode::kSrcOver_Mode;
    335                 }
    336             } else {
    337                 mode = getXfermode(p->getXfermode());
    338             }
    339         } else {
    340             mode = SkXfermode::kSrcOver_Mode;
    341         }
    342 
    343         createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo);
    344     }
    345 
    346     return count;
    347 }
    348 
    349 int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
    350         int alpha, int flags) {
    351     if (alpha >= 255 - ALPHA_THRESHOLD) {
    352         return saveLayer(left, top, right, bottom, NULL, flags);
    353     } else {
    354         SkPaint paint;
    355         paint.setAlpha(alpha);
    356         return saveLayer(left, top, right, bottom, &paint, flags);
    357     }
    358 }
    359 
    360 /**
    361  * Layers are viewed by Skia are slightly different than layers in image editing
    362  * programs (for instance.) When a layer is created, previously created layers
    363  * and the frame buffer still receive every drawing command. For instance, if a
    364  * layer is created and a shape intersecting the bounds of the layers and the
    365  * framebuffer is draw, the shape will be drawn on both (unless the layer was
    366  * created with the SkCanvas::kClipToLayer_SaveFlag flag.)
    367  *
    368  * A way to implement layers is to create an FBO for each layer, backed by an RGBA
    369  * texture. Unfortunately, this is inefficient as it requires every primitive to
    370  * be drawn n + 1 times, where n is the number of active layers. In practice this
    371  * means, for every primitive:
    372  *   - Switch active frame buffer
    373  *   - Change viewport, clip and projection matrix
    374  *   - Issue the drawing
    375  *
    376  * Switching rendering target n + 1 times per drawn primitive is extremely costly.
    377  * To avoid this, layers are implemented in a different way here, at least in the
    378  * general case. FBOs are used, as an optimization, when the "clip to layer" flag
    379  * is set. When this flag is set we can redirect all drawing operations into a
    380  * single FBO.
    381  *
    382  * This implementation relies on the frame buffer being at least RGBA 8888. When
    383  * a layer is created, only a texture is created, not an FBO. The content of the
    384  * frame buffer contained within the layer's bounds is copied into this texture
    385  * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame
    386  * buffer and drawing continues as normal. This technique therefore treats the
    387  * frame buffer as a scratch buffer for the layers.
    388  *
    389  * To compose the layers back onto the frame buffer, each layer texture
    390  * (containing the original frame buffer data) is drawn as a simple quad over
    391  * the frame buffer. The trick is that the quad is set as the composition
    392  * destination in the blending equation, and the frame buffer becomes the source
    393  * of the composition.
    394  *
    395  * Drawing layers with an alpha value requires an extra step before composition.
    396  * An empty quad is drawn over the layer's region in the frame buffer. This quad
    397  * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
    398  * quad is used to multiply the colors in the frame buffer. This is achieved by
    399  * changing the GL blend functions for the GL_FUNC_ADD blend equation to
    400  * GL_ZERO, GL_SRC_ALPHA.
    401  *
    402  * Because glCopyTexImage2D() can be slow, an alternative implementation might
    403  * be use to draw a single clipped layer. The implementation described above
    404  * is correct in every case.
    405  *
    406  * (1) The frame buffer is actually not cleared right away. To allow the GPU
    407  *     to potentially optimize series of calls to glCopyTexImage2D, the frame
    408  *     buffer is left untouched until the first drawing operation. Only when
    409  *     something actually gets drawn are the layers regions cleared.
    410  */
    411 bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
    412         float right, float bottom, int alpha, SkXfermode::Mode mode,
    413         int flags, GLuint previousFbo) {
    414     LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top);
    415     LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize());
    416 
    417     const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag;
    418 
    419     // Window coordinates of the layer
    420     Rect bounds(left, top, right, bottom);
    421     if (!fboLayer) {
    422         mSnapshot->transform->mapRect(bounds);
    423 
    424         // Layers only make sense if they are in the framebuffer's bounds
    425         if (bounds.intersect(*snapshot->clipRect)) {
    426             // We cannot work with sub-pixels in this case
    427             bounds.snapToPixelBoundaries();
    428 
    429             // When the layer is not an FBO, we may use glCopyTexImage so we
    430             // need to make sure the layer does not extend outside the bounds
    431             // of the framebuffer
    432             if (!bounds.intersect(snapshot->previous->viewport)) {
    433                 bounds.setEmpty();
    434             }
    435         } else {
    436             bounds.setEmpty();
    437         }
    438     }
    439 
    440     if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize ||
    441             bounds.getHeight() > mCaches.maxTextureSize) {
    442         snapshot->empty = fboLayer;
    443     } else {
    444         snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer);
    445     }
    446 
    447     // Bail out if we won't draw in this snapshot
    448     if (snapshot->invisible || snapshot->empty) {
    449         return false;
    450     }
    451 
    452     glActiveTexture(gTextureUnits[0]);
    453     Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight());
    454     if (!layer) {
    455         return false;
    456     }
    457 
    458     layer->setAlpha(alpha, mode);
    459     layer->layer.set(bounds);
    460     layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()),
    461             bounds.getWidth() / float(layer->getWidth()), 0.0f);
    462     layer->setColorFilter(mColorFilter);
    463 
    464     // Save the layer in the snapshot
    465     snapshot->flags |= Snapshot::kFlagIsLayer;
    466     snapshot->layer = layer;
    467 
    468     if (fboLayer) {
    469         return createFboLayer(layer, bounds, snapshot, previousFbo);
    470     } else {
    471         // Copy the framebuffer into the layer
    472         layer->bindTexture();
    473         if (!bounds.isEmpty()) {
    474             if (layer->isEmpty()) {
    475                 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
    476                         bounds.left, snapshot->height - bounds.bottom,
    477                         layer->getWidth(), layer->getHeight(), 0);
    478                 layer->setEmpty(false);
    479             } else {
    480                 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left,
    481                         snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight());
    482             }
    483 
    484             // Enqueue the buffer coordinates to clear the corresponding region later
    485             mLayers.push(new Rect(bounds));
    486         }
    487     }
    488 
    489     return true;
    490 }
    491 
    492 bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
    493         GLuint previousFbo) {
    494     layer->setFbo(mCaches.fboCache.get());
    495 
    496 #if RENDER_LAYERS_AS_REGIONS
    497     snapshot->region = &snapshot->layer->region;
    498     snapshot->flags |= Snapshot::kFlagFboTarget;
    499 #endif
    500 
    501     Rect clip(bounds);
    502     snapshot->transform->mapRect(clip);
    503     clip.intersect(*snapshot->clipRect);
    504     clip.snapToPixelBoundaries();
    505     clip.intersect(snapshot->previous->viewport);
    506 
    507     mat4 inverse;
    508     inverse.loadInverse(*mSnapshot->transform);
    509 
    510     inverse.mapRect(clip);
    511     clip.snapToPixelBoundaries();
    512     clip.intersect(bounds);
    513     clip.translate(-bounds.left, -bounds.top);
    514 
    515     snapshot->flags |= Snapshot::kFlagIsFboLayer;
    516     snapshot->fbo = layer->getFbo();
    517     snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f);
    518     snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
    519     snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
    520     snapshot->height = bounds.getHeight();
    521     snapshot->flags |= Snapshot::kFlagDirtyOrtho;
    522     snapshot->orthoMatrix.load(mOrthoMatrix);
    523 
    524     // Bind texture to FBO
    525     glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
    526     layer->bindTexture();
    527 
    528     // Initialize the texture if needed
    529     if (layer->isEmpty()) {
    530         layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
    531         layer->setEmpty(false);
    532     }
    533 
    534     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
    535             layer->getTexture(), 0);
    536 
    537 #if DEBUG_LAYERS_AS_REGIONS
    538     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    539     if (status != GL_FRAMEBUFFER_COMPLETE) {
    540         LOGE("Framebuffer incomplete (GL error code 0x%x)", status);
    541 
    542         glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
    543         layer->deleteTexture();
    544         mCaches.fboCache.put(layer->getFbo());
    545 
    546         delete layer;
    547 
    548         return false;
    549     }
    550 #endif
    551 
    552     // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering
    553     glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f,
    554             clip.getWidth() + 2.0f, clip.getHeight() + 2.0f);
    555     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    556     glClear(GL_COLOR_BUFFER_BIT);
    557 
    558     dirtyClip();
    559 
    560     // Change the ortho projection
    561     glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
    562     mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
    563 
    564     return true;
    565 }
    566 
    567 /**
    568  * Read the documentation of createLayer() before doing anything in this method.
    569  */
    570 void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
    571     if (!current->layer) {
    572         LOGE("Attempting to compose a layer that does not exist");
    573         return;
    574     }
    575 
    576     const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer;
    577 
    578     if (fboLayer) {
    579         // Unbind current FBO and restore previous one
    580         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
    581     }
    582 
    583     Layer* layer = current->layer;
    584     const Rect& rect = layer->layer;
    585 
    586     if (!fboLayer && layer->getAlpha() < 255) {
    587         drawColorRect(rect.left, rect.top, rect.right, rect.bottom,
    588                 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true);
    589         // Required below, composeLayerRect() will divide by 255
    590         layer->setAlpha(255);
    591     }
    592 
    593     mCaches.unbindMeshBuffer();
    594 
    595     glActiveTexture(gTextureUnits[0]);
    596 
    597     // When the layer is stored in an FBO, we can save a bit of fillrate by
    598     // drawing only the dirty region
    599     if (fboLayer) {
    600         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform);
    601         if (layer->getColorFilter()) {
    602             setupColorFilter(layer->getColorFilter());
    603         }
    604         composeLayerRegion(layer, rect);
    605         if (layer->getColorFilter()) {
    606             resetColorFilter();
    607         }
    608     } else if (!rect.isEmpty()) {
    609         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom);
    610         composeLayerRect(layer, rect, true);
    611     }
    612 
    613     if (fboLayer) {
    614         // Detach the texture from the FBO
    615         glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
    616         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
    617         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
    618 
    619         // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed
    620         mCaches.fboCache.put(current->fbo);
    621     }
    622 
    623     dirtyClip();
    624 
    625     // Failing to add the layer to the cache should happen only if the layer is too large
    626     if (!mCaches.layerCache.put(layer)) {
    627         LAYER_LOGD("Deleting layer");
    628         layer->deleteTexture();
    629         delete layer;
    630     }
    631 }
    632 
    633 void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
    634     float alpha = layer->getAlpha() / 255.0f;
    635 
    636     mat4& transform = layer->getTransform();
    637     if (!transform.isIdentity()) {
    638         save(0);
    639         mSnapshot->transform->multiply(transform);
    640     }
    641 
    642     setupDraw();
    643     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
    644         setupDrawWithTexture();
    645     } else {
    646         setupDrawWithExternalTexture();
    647     }
    648     setupDrawTextureTransform();
    649     setupDrawColor(alpha, alpha, alpha, alpha);
    650     setupDrawColorFilter();
    651     setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode());
    652     setupDrawProgram();
    653     setupDrawPureColorUniforms();
    654     setupDrawColorFilterUniforms();
    655     if (layer->getRenderTarget() == GL_TEXTURE_2D) {
    656         setupDrawTexture(layer->getTexture());
    657     } else {
    658         setupDrawExternalTexture(layer->getTexture());
    659     }
    660     if (mSnapshot->transform->isPureTranslate() &&
    661             layer->getWidth() == (uint32_t) rect.getWidth() &&
    662             layer->getHeight() == (uint32_t) rect.getHeight()) {
    663         const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
    664         const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
    665 
    666         layer->setFilter(GL_NEAREST, GL_NEAREST);
    667         setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
    668     } else {
    669         layer->setFilter(GL_LINEAR, GL_LINEAR);
    670         setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
    671     }
    672     setupDrawTextureTransformUniforms(layer->getTexTransform());
    673     setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
    674 
    675     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
    676 
    677     finishDrawTexture();
    678 
    679     if (!transform.isIdentity()) {
    680         restore();
    681     }
    682 }
    683 
    684 void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
    685     if (!layer->isTextureLayer()) {
    686         const Rect& texCoords = layer->texCoords;
    687         resetDrawTextureTexCoords(texCoords.left, texCoords.top,
    688                 texCoords.right, texCoords.bottom);
    689 
    690         float x = rect.left;
    691         float y = rect.top;
    692         bool simpleTransform = mSnapshot->transform->isPureTranslate() &&
    693                 layer->getWidth() == (uint32_t) rect.getWidth() &&
    694                 layer->getHeight() == (uint32_t) rect.getHeight();
    695 
    696         if (simpleTransform) {
    697             // When we're swapping, the layer is already in screen coordinates
    698             if (!swap) {
    699                 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
    700                 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
    701             }
    702 
    703             layer->setFilter(GL_NEAREST, GL_NEAREST, true);
    704         } else {
    705             layer->setFilter(GL_LINEAR, GL_LINEAR, true);
    706         }
    707 
    708         drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(),
    709                 layer->getTexture(), layer->getAlpha() / 255.0f,
    710                 layer->getMode(), layer->isBlend(),
    711                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
    712                 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform);
    713 
    714         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
    715     } else {
    716         resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
    717         drawTextureLayer(layer, rect);
    718         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
    719     }
    720 }
    721 
    722 void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
    723 #if RENDER_LAYERS_AS_REGIONS
    724     if (layer->region.isRect()) {
    725         layer->setRegionAsRect();
    726 
    727         composeLayerRect(layer, layer->regionRect);
    728 
    729         layer->region.clear();
    730         return;
    731     }
    732 
    733     // TODO: See LayerRenderer.cpp::generateMesh() for important
    734     //       information about this implementation
    735     if (!layer->region.isEmpty()) {
    736         size_t count;
    737         const android::Rect* rects = layer->region.getArray(&count);
    738 
    739         const float alpha = layer->getAlpha() / 255.0f;
    740         const float texX = 1.0f / float(layer->getWidth());
    741         const float texY = 1.0f / float(layer->getHeight());
    742         const float height = rect.getHeight();
    743 
    744         TextureVertex* mesh = mCaches.getRegionMesh();
    745         GLsizei numQuads = 0;
    746 
    747         setupDraw();
    748         setupDrawWithTexture();
    749         setupDrawColor(alpha, alpha, alpha, alpha);
    750         setupDrawColorFilter();
    751         setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false);
    752         setupDrawProgram();
    753         setupDrawDirtyRegionsDisabled();
    754         setupDrawPureColorUniforms();
    755         setupDrawColorFilterUniforms();
    756         setupDrawTexture(layer->getTexture());
    757         if (mSnapshot->transform->isPureTranslate()) {
    758             const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f);
    759             const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f);
    760 
    761             layer->setFilter(GL_NEAREST, GL_NEAREST);
    762             setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true);
    763         } else {
    764             layer->setFilter(GL_LINEAR, GL_LINEAR);
    765             setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom);
    766         }
    767         setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]);
    768 
    769         for (size_t i = 0; i < count; i++) {
    770             const android::Rect* r = &rects[i];
    771 
    772             const float u1 = r->left * texX;
    773             const float v1 = (height - r->top) * texY;
    774             const float u2 = r->right * texX;
    775             const float v2 = (height - r->bottom) * texY;
    776 
    777             // TODO: Reject quads outside of the clip
    778             TextureVertex::set(mesh++, r->left, r->top, u1, v1);
    779             TextureVertex::set(mesh++, r->right, r->top, u2, v1);
    780             TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
    781             TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
    782 
    783             numQuads++;
    784 
    785             if (numQuads >= REGION_MESH_QUAD_COUNT) {
    786                 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
    787                 numQuads = 0;
    788                 mesh = mCaches.getRegionMesh();
    789             }
    790         }
    791 
    792         if (numQuads > 0) {
    793             glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL);
    794         }
    795 
    796         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    797         finishDrawTexture();
    798 
    799 #if DEBUG_LAYERS_AS_REGIONS
    800         drawRegionRects(layer->region);
    801 #endif
    802 
    803         layer->region.clear();
    804     }
    805 #else
    806     composeLayerRect(layer, rect);
    807 #endif
    808 }
    809 
    810 void OpenGLRenderer::drawRegionRects(const Region& region) {
    811 #if DEBUG_LAYERS_AS_REGIONS
    812     size_t count;
    813     const android::Rect* rects = region.getArray(&count);
    814 
    815     uint32_t colors[] = {
    816             0x7fff0000, 0x7f00ff00,
    817             0x7f0000ff, 0x7fff00ff,
    818     };
    819 
    820     int offset = 0;
    821     int32_t top = rects[0].top;
    822 
    823     for (size_t i = 0; i < count; i++) {
    824         if (top != rects[i].top) {
    825             offset ^= 0x2;
    826             top = rects[i].top;
    827         }
    828 
    829         Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom);
    830         drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)],
    831                 SkXfermode::kSrcOver_Mode);
    832     }
    833 #endif
    834 }
    835 
    836 void OpenGLRenderer::dirtyLayer(const float left, const float top,
    837         const float right, const float bottom, const mat4 transform) {
    838 #if RENDER_LAYERS_AS_REGIONS
    839     if (hasLayer()) {
    840         Rect bounds(left, top, right, bottom);
    841         transform.mapRect(bounds);
    842         dirtyLayerUnchecked(bounds, getRegion());
    843     }
    844 #endif
    845 }
    846 
    847 void OpenGLRenderer::dirtyLayer(const float left, const float top,
    848         const float right, const float bottom) {
    849 #if RENDER_LAYERS_AS_REGIONS
    850     if (hasLayer()) {
    851         Rect bounds(left, top, right, bottom);
    852         dirtyLayerUnchecked(bounds, getRegion());
    853     }
    854 #endif
    855 }
    856 
    857 void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) {
    858 #if RENDER_LAYERS_AS_REGIONS
    859     if (bounds.intersect(*mSnapshot->clipRect)) {
    860         bounds.snapToPixelBoundaries();
    861         android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom);
    862         if (!dirty.isEmpty()) {
    863             region->orSelf(dirty);
    864         }
    865     }
    866 #endif
    867 }
    868 
    869 void OpenGLRenderer::clearLayerRegions() {
    870     const size_t count = mLayers.size();
    871     if (count == 0) return;
    872 
    873     if (!mSnapshot->isIgnored()) {
    874         // Doing several glScissor/glClear here can negatively impact
    875         // GPUs with a tiler architecture, instead we draw quads with
    876         // the Clear blending mode
    877 
    878         // The list contains bounds that have already been clipped
    879         // against their initial clip rect, and the current clip
    880         // is likely different so we need to disable clipping here
    881         glDisable(GL_SCISSOR_TEST);
    882 
    883         Vertex mesh[count * 6];
    884         Vertex* vertex = mesh;
    885 
    886         for (uint32_t i = 0; i < count; i++) {
    887             Rect* bounds = mLayers.itemAt(i);
    888 
    889             Vertex::set(vertex++, bounds->left, bounds->bottom);
    890             Vertex::set(vertex++, bounds->left, bounds->top);
    891             Vertex::set(vertex++, bounds->right, bounds->top);
    892             Vertex::set(vertex++, bounds->left, bounds->bottom);
    893             Vertex::set(vertex++, bounds->right, bounds->top);
    894             Vertex::set(vertex++, bounds->right, bounds->bottom);
    895 
    896             delete bounds;
    897         }
    898 
    899         setupDraw(false);
    900         setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f);
    901         setupDrawBlending(true, SkXfermode::kClear_Mode);
    902         setupDrawProgram();
    903         setupDrawPureColorUniforms();
    904         setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true);
    905 
    906         mCaches.unbindMeshBuffer();
    907         glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
    908                 gVertexStride, &mesh[0].position[0]);
    909         glDrawArrays(GL_TRIANGLES, 0, count * 6);
    910 
    911         glEnable(GL_SCISSOR_TEST);
    912     } else {
    913         for (uint32_t i = 0; i < count; i++) {
    914             delete mLayers.itemAt(i);
    915         }
    916     }
    917 
    918     mLayers.clear();
    919 }
    920 
    921 ///////////////////////////////////////////////////////////////////////////////
    922 // Transforms
    923 ///////////////////////////////////////////////////////////////////////////////
    924 
    925 void OpenGLRenderer::translate(float dx, float dy) {
    926     mSnapshot->transform->translate(dx, dy, 0.0f);
    927 }
    928 
    929 void OpenGLRenderer::rotate(float degrees) {
    930     mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
    931 }
    932 
    933 void OpenGLRenderer::scale(float sx, float sy) {
    934     mSnapshot->transform->scale(sx, sy, 1.0f);
    935 }
    936 
    937 void OpenGLRenderer::skew(float sx, float sy) {
    938     mSnapshot->transform->skew(sx, sy);
    939 }
    940 
    941 void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
    942     mSnapshot->transform->load(*matrix);
    943 }
    944 
    945 void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
    946     mSnapshot->transform->copyTo(*matrix);
    947 }
    948 
    949 void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
    950     SkMatrix transform;
    951     mSnapshot->transform->copyTo(transform);
    952     transform.preConcat(*matrix);
    953     mSnapshot->transform->load(transform);
    954 }
    955 
    956 ///////////////////////////////////////////////////////////////////////////////
    957 // Clipping
    958 ///////////////////////////////////////////////////////////////////////////////
    959 
    960 void OpenGLRenderer::setScissorFromClip() {
    961     Rect clip(*mSnapshot->clipRect);
    962     clip.snapToPixelBoundaries();
    963     glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
    964     mDirtyClip = false;
    965 }
    966 
    967 const Rect& OpenGLRenderer::getClipBounds() {
    968     return mSnapshot->getLocalClip();
    969 }
    970 
    971 bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
    972     if (mSnapshot->isIgnored()) {
    973         return true;
    974     }
    975 
    976     Rect r(left, top, right, bottom);
    977     mSnapshot->transform->mapRect(r);
    978     r.snapToPixelBoundaries();
    979 
    980     Rect clipRect(*mSnapshot->clipRect);
    981     clipRect.snapToPixelBoundaries();
    982 
    983     return !clipRect.intersects(r);
    984 }
    985 
    986 bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
    987     bool clipped = mSnapshot->clip(left, top, right, bottom, op);
    988     if (clipped) {
    989         dirtyClip();
    990     }
    991     return !mSnapshot->clipRect->isEmpty();
    992 }
    993 
    994 ///////////////////////////////////////////////////////////////////////////////
    995 // Drawing commands
    996 ///////////////////////////////////////////////////////////////////////////////
    997 
    998 void OpenGLRenderer::setupDraw(bool clear) {
    999     if (clear) clearLayerRegions();
   1000     if (mDirtyClip) {
   1001         setScissorFromClip();
   1002     }
   1003     mDescription.reset();
   1004     mSetShaderColor = false;
   1005     mColorSet = false;
   1006     mColorA = mColorR = mColorG = mColorB = 0.0f;
   1007     mTextureUnit = 0;
   1008     mTrackDirtyRegions = true;
   1009     mTexCoordsSlot = -1;
   1010 }
   1011 
   1012 void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
   1013     mDescription.hasTexture = true;
   1014     mDescription.hasAlpha8Texture = isAlpha8;
   1015 }
   1016 
   1017 void OpenGLRenderer::setupDrawWithExternalTexture() {
   1018     mDescription.hasExternalTexture = true;
   1019 }
   1020 
   1021 void OpenGLRenderer::setupDrawAALine() {
   1022     mDescription.isAA = true;
   1023 }
   1024 
   1025 void OpenGLRenderer::setupDrawPoint(float pointSize) {
   1026     mDescription.isPoint = true;
   1027     mDescription.pointSize = pointSize;
   1028 }
   1029 
   1030 void OpenGLRenderer::setupDrawColor(int color) {
   1031     setupDrawColor(color, (color >> 24) & 0xFF);
   1032 }
   1033 
   1034 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
   1035     mColorA = alpha / 255.0f;
   1036     // Second divide of a by 255 is an optimization, allowing us to simply multiply
   1037     // the rgb values by a instead of also dividing by 255
   1038     const float a = mColorA / 255.0f;
   1039     mColorR = a * ((color >> 16) & 0xFF);
   1040     mColorG = a * ((color >>  8) & 0xFF);
   1041     mColorB = a * ((color      ) & 0xFF);
   1042     mColorSet = true;
   1043     mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA);
   1044 }
   1045 
   1046 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
   1047     mColorA = alpha / 255.0f;
   1048     // Double-divide of a by 255 is an optimization, allowing us to simply multiply
   1049     // the rgb values by a instead of also dividing by 255
   1050     const float a = mColorA / 255.0f;
   1051     mColorR = a * ((color >> 16) & 0xFF);
   1052     mColorG = a * ((color >>  8) & 0xFF);
   1053     mColorB = a * ((color      ) & 0xFF);
   1054     mColorSet = true;
   1055     mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA);
   1056 }
   1057 
   1058 void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) {
   1059     mColorA = a;
   1060     mColorR = r;
   1061     mColorG = g;
   1062     mColorB = b;
   1063     mColorSet = true;
   1064     mSetShaderColor = mDescription.setColor(r, g, b, a);
   1065 }
   1066 
   1067 void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) {
   1068     mColorA = a;
   1069     mColorR = r;
   1070     mColorG = g;
   1071     mColorB = b;
   1072     mColorSet = true;
   1073     mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a);
   1074 }
   1075 
   1076 void OpenGLRenderer::setupDrawShader() {
   1077     if (mShader) {
   1078         mShader->describe(mDescription, mCaches.extensions);
   1079     }
   1080 }
   1081 
   1082 void OpenGLRenderer::setupDrawColorFilter() {
   1083     if (mColorFilter) {
   1084         mColorFilter->describe(mDescription, mCaches.extensions);
   1085     }
   1086 }
   1087 
   1088 void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) {
   1089     if (mColorSet && mode == SkXfermode::kClear_Mode) {
   1090         mColorA = 1.0f;
   1091         mColorR = mColorG = mColorB = 0.0f;
   1092         mSetShaderColor = mDescription.modulate = true;
   1093     }
   1094 }
   1095 
   1096 void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) {
   1097     // When the blending mode is kClear_Mode, we need to use a modulate color
   1098     // argb=1,0,0,0
   1099     accountForClear(mode);
   1100     chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
   1101             mDescription, swapSrcDst);
   1102 }
   1103 
   1104 void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) {
   1105     // When the blending mode is kClear_Mode, we need to use a modulate color
   1106     // argb=1,0,0,0
   1107     accountForClear(mode);
   1108     chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode,
   1109             mDescription, swapSrcDst);
   1110 }
   1111 
   1112 void OpenGLRenderer::setupDrawProgram() {
   1113     useProgram(mCaches.programCache.get(mDescription));
   1114 }
   1115 
   1116 void OpenGLRenderer::setupDrawDirtyRegionsDisabled() {
   1117     mTrackDirtyRegions = false;
   1118 }
   1119 
   1120 void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom,
   1121         bool ignoreTransform) {
   1122     mModelView.loadTranslate(left, top, 0.0f);
   1123     if (!ignoreTransform) {
   1124         mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
   1125         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
   1126     } else {
   1127         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
   1128         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
   1129     }
   1130 }
   1131 
   1132 void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) {
   1133     mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset);
   1134 }
   1135 
   1136 void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom,
   1137         bool ignoreTransform, bool ignoreModelView) {
   1138     if (!ignoreModelView) {
   1139         mModelView.loadTranslate(left, top, 0.0f);
   1140         mModelView.scale(right - left, bottom - top, 1.0f);
   1141     } else {
   1142         mModelView.loadIdentity();
   1143     }
   1144     bool dirty = right - left > 0.0f && bottom - top > 0.0f;
   1145     if (!ignoreTransform) {
   1146         mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform);
   1147         if (mTrackDirtyRegions && dirty) {
   1148             dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
   1149         }
   1150     } else {
   1151         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity);
   1152         if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom);
   1153     }
   1154 }
   1155 
   1156 void OpenGLRenderer::setupDrawPointUniforms() {
   1157     int slot = mCaches.currentProgram->getUniform("pointSize");
   1158     glUniform1f(slot, mDescription.pointSize);
   1159 }
   1160 
   1161 void OpenGLRenderer::setupDrawColorUniforms() {
   1162     if (mColorSet || (mShader && mSetShaderColor)) {
   1163         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
   1164     }
   1165 }
   1166 
   1167 void OpenGLRenderer::setupDrawPureColorUniforms() {
   1168     if (mSetShaderColor) {
   1169         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA);
   1170     }
   1171 }
   1172 
   1173 void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) {
   1174     if (mShader) {
   1175         if (ignoreTransform) {
   1176             mModelView.loadInverse(*mSnapshot->transform);
   1177         }
   1178         mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit);
   1179     }
   1180 }
   1181 
   1182 void OpenGLRenderer::setupDrawShaderIdentityUniforms() {
   1183     if (mShader) {
   1184         mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit);
   1185     }
   1186 }
   1187 
   1188 void OpenGLRenderer::setupDrawColorFilterUniforms() {
   1189     if (mColorFilter) {
   1190         mColorFilter->setupProgram(mCaches.currentProgram);
   1191     }
   1192 }
   1193 
   1194 void OpenGLRenderer::setupDrawSimpleMesh() {
   1195     mCaches.bindMeshBuffer();
   1196     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
   1197             gMeshStride, 0);
   1198 }
   1199 
   1200 void OpenGLRenderer::setupDrawTexture(GLuint texture) {
   1201     bindTexture(texture);
   1202     glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
   1203 
   1204     mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
   1205     glEnableVertexAttribArray(mTexCoordsSlot);
   1206 }
   1207 
   1208 void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
   1209     bindExternalTexture(texture);
   1210     glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
   1211 
   1212     mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
   1213     glEnableVertexAttribArray(mTexCoordsSlot);
   1214 }
   1215 
   1216 void OpenGLRenderer::setupDrawTextureTransform() {
   1217     mDescription.hasTextureTransform = true;
   1218 }
   1219 
   1220 void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
   1221     glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
   1222             GL_FALSE, &transform.data[0]);
   1223 }
   1224 
   1225 void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
   1226     if (!vertices) {
   1227         mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
   1228     } else {
   1229         mCaches.unbindMeshBuffer();
   1230     }
   1231     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
   1232             gMeshStride, vertices);
   1233     if (mTexCoordsSlot >= 0) {
   1234         glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
   1235     }
   1236 }
   1237 
   1238 void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) {
   1239     mCaches.unbindMeshBuffer();
   1240     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
   1241             gVertexStride, vertices);
   1242 }
   1243 
   1244 /**
   1245  * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an
   1246  * outer boundary that fades out to 0. The variables set in the shader define the proportion of
   1247  * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength
   1248  * attributes (one per vertex) are values from zero to one that tells the fragment
   1249  * shader where the fragment is in relation to the line width/length overall; these values are
   1250  * then used to compute the proper color, based on whether the fragment lies in the fading AA
   1251  * region of the line.
   1252  * Note that we only pass down the width values in this setup function. The length coordinates
   1253  * are set up for each individual segment.
   1254  */
   1255 void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords,
   1256         GLvoid* lengthCoords, float boundaryWidthProportion) {
   1257     mCaches.unbindMeshBuffer();
   1258     glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE,
   1259             gAAVertexStride, vertices);
   1260     int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth");
   1261     glEnableVertexAttribArray(widthSlot);
   1262     glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords);
   1263     int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength");
   1264     glEnableVertexAttribArray(lengthSlot);
   1265     glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords);
   1266     int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth");
   1267     glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
   1268     // Setting the inverse value saves computations per-fragment in the shader
   1269     int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth");
   1270     glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
   1271 }
   1272 
   1273 void OpenGLRenderer::finishDrawTexture() {
   1274     glDisableVertexAttribArray(mTexCoordsSlot);
   1275 }
   1276 
   1277 ///////////////////////////////////////////////////////////////////////////////
   1278 // Drawing
   1279 ///////////////////////////////////////////////////////////////////////////////
   1280 
   1281 bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
   1282         Rect& dirty, uint32_t level) {
   1283     if (quickReject(0.0f, 0.0f, width, height)) {
   1284         return false;
   1285     }
   1286 
   1287     // All the usual checks and setup operations (quickReject, setupDraw, etc.)
   1288     // will be performed by the display list itself
   1289     if (displayList && displayList->isRenderable()) {
   1290         return displayList->replay(*this, dirty, level);
   1291     }
   1292 
   1293     return false;
   1294 }
   1295 
   1296 void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) {
   1297     if (displayList) {
   1298         displayList->output(*this, level);
   1299     }
   1300 }
   1301 
   1302 void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) {
   1303     int alpha;
   1304     SkXfermode::Mode mode;
   1305     getAlphaAndMode(paint, &alpha, &mode);
   1306 
   1307     float x = left;
   1308     float y = top;
   1309 
   1310     GLenum filter = GL_LINEAR;
   1311     bool ignoreTransform = false;
   1312     if (mSnapshot->transform->isPureTranslate()) {
   1313         x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
   1314         y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
   1315         ignoreTransform = true;
   1316         filter = GL_NEAREST;
   1317     }
   1318 
   1319     setupDraw();
   1320     setupDrawWithTexture(true);
   1321     if (paint) {
   1322         setupDrawAlpha8Color(paint->getColor(), alpha);
   1323     }
   1324     setupDrawColorFilter();
   1325     setupDrawShader();
   1326     setupDrawBlending(true, mode);
   1327     setupDrawProgram();
   1328     setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform);
   1329 
   1330     setupDrawTexture(texture->id);
   1331     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
   1332     texture->setFilter(filter, filter);
   1333 
   1334     setupDrawPureColorUniforms();
   1335     setupDrawColorFilterUniforms();
   1336     setupDrawShaderUniforms();
   1337     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
   1338 
   1339     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
   1340 
   1341     finishDrawTexture();
   1342 }
   1343 
   1344 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) {
   1345     const float right = left + bitmap->width();
   1346     const float bottom = top + bitmap->height();
   1347 
   1348     if (quickReject(left, top, right, bottom)) {
   1349         return;
   1350     }
   1351 
   1352     glActiveTexture(gTextureUnits[0]);
   1353     Texture* texture = mCaches.textureCache.get(bitmap);
   1354     if (!texture) return;
   1355     const AutoTexture autoCleanup(texture);
   1356 
   1357     if (bitmap->getConfig() == SkBitmap::kA8_Config) {
   1358         drawAlphaBitmap(texture, left, top, paint);
   1359     } else {
   1360         drawTextureRect(left, top, right, bottom, texture, paint);
   1361     }
   1362 }
   1363 
   1364 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) {
   1365     Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
   1366     const mat4 transform(*matrix);
   1367     transform.mapRect(r);
   1368 
   1369     if (quickReject(r.left, r.top, r.right, r.bottom)) {
   1370         return;
   1371     }
   1372 
   1373     glActiveTexture(gTextureUnits[0]);
   1374     Texture* texture = mCaches.textureCache.get(bitmap);
   1375     if (!texture) return;
   1376     const AutoTexture autoCleanup(texture);
   1377 
   1378     // This could be done in a cheaper way, all we need is pass the matrix
   1379     // to the vertex shader. The save/restore is a bit overkill.
   1380     save(SkCanvas::kMatrix_SaveFlag);
   1381     concatMatrix(matrix);
   1382     drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint);
   1383     restore();
   1384 }
   1385 
   1386 void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
   1387         float* vertices, int* colors, SkPaint* paint) {
   1388     // TODO: Do a quickReject
   1389     if (!vertices || mSnapshot->isIgnored()) {
   1390         return;
   1391     }
   1392 
   1393     glActiveTexture(gTextureUnits[0]);
   1394     Texture* texture = mCaches.textureCache.get(bitmap);
   1395     if (!texture) return;
   1396     const AutoTexture autoCleanup(texture);
   1397 
   1398     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
   1399     texture->setFilter(GL_LINEAR, GL_LINEAR, true);
   1400 
   1401     int alpha;
   1402     SkXfermode::Mode mode;
   1403     getAlphaAndMode(paint, &alpha, &mode);
   1404 
   1405     const uint32_t count = meshWidth * meshHeight * 6;
   1406 
   1407     float left = FLT_MAX;
   1408     float top = FLT_MAX;
   1409     float right = FLT_MIN;
   1410     float bottom = FLT_MIN;
   1411 
   1412 #if RENDER_LAYERS_AS_REGIONS
   1413     bool hasActiveLayer = hasLayer();
   1414 #else
   1415     bool hasActiveLayer = false;
   1416 #endif
   1417 
   1418     // TODO: Support the colors array
   1419     TextureVertex mesh[count];
   1420     TextureVertex* vertex = mesh;
   1421     for (int32_t y = 0; y < meshHeight; y++) {
   1422         for (int32_t x = 0; x < meshWidth; x++) {
   1423             uint32_t i = (y * (meshWidth + 1) + x) * 2;
   1424 
   1425             float u1 = float(x) / meshWidth;
   1426             float u2 = float(x + 1) / meshWidth;
   1427             float v1 = float(y) / meshHeight;
   1428             float v2 = float(y + 1) / meshHeight;
   1429 
   1430             int ax = i + (meshWidth + 1) * 2;
   1431             int ay = ax + 1;
   1432             int bx = i;
   1433             int by = bx + 1;
   1434             int cx = i + 2;
   1435             int cy = cx + 1;
   1436             int dx = i + (meshWidth + 1) * 2 + 2;
   1437             int dy = dx + 1;
   1438 
   1439             TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
   1440             TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
   1441             TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
   1442 
   1443             TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
   1444             TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
   1445             TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
   1446 
   1447 #if RENDER_LAYERS_AS_REGIONS
   1448             if (hasActiveLayer) {
   1449                 // TODO: This could be optimized to avoid unnecessary ops
   1450                 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx])));
   1451                 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy])));
   1452                 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
   1453                 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy])));
   1454             }
   1455 #endif
   1456         }
   1457     }
   1458 
   1459 #if RENDER_LAYERS_AS_REGIONS
   1460     if (hasActiveLayer) {
   1461         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
   1462     }
   1463 #endif
   1464 
   1465     drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
   1466             mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
   1467             GL_TRIANGLES, count, false, false, 0, false, false);
   1468 }
   1469 
   1470 void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
   1471          float srcLeft, float srcTop, float srcRight, float srcBottom,
   1472          float dstLeft, float dstTop, float dstRight, float dstBottom,
   1473          SkPaint* paint) {
   1474     if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
   1475         return;
   1476     }
   1477 
   1478     glActiveTexture(gTextureUnits[0]);
   1479     Texture* texture = mCaches.textureCache.get(bitmap);
   1480     if (!texture) return;
   1481     const AutoTexture autoCleanup(texture);
   1482     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
   1483 
   1484     const float width = texture->width;
   1485     const float height = texture->height;
   1486 
   1487     const float u1 = fmax(0.0f, srcLeft / width);
   1488     const float v1 = fmax(0.0f, srcTop / height);
   1489     const float u2 = fmin(1.0f, srcRight / width);
   1490     const float v2 = fmin(1.0f, srcBottom / height);
   1491 
   1492     mCaches.unbindMeshBuffer();
   1493     resetDrawTextureTexCoords(u1, v1, u2, v2);
   1494 
   1495     int alpha;
   1496     SkXfermode::Mode mode;
   1497     getAlphaAndMode(paint, &alpha, &mode);
   1498 
   1499     if (mSnapshot->transform->isPureTranslate()) {
   1500         const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f);
   1501         const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f);
   1502 
   1503         GLenum filter = GL_NEAREST;
   1504         // Enable linear filtering if the source rectangle is scaled
   1505         if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) {
   1506             filter = GL_LINEAR;
   1507         }
   1508         texture->setFilter(filter, filter, true);
   1509 
   1510         drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop),
   1511                 texture->id, alpha / 255.0f, mode, texture->blend,
   1512                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
   1513                 GL_TRIANGLE_STRIP, gMeshCount, false, true);
   1514     } else {
   1515         texture->setFilter(GL_LINEAR, GL_LINEAR, true);
   1516 
   1517         drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f,
   1518                 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0],
   1519                 GL_TRIANGLE_STRIP, gMeshCount);
   1520     }
   1521 
   1522     resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
   1523 }
   1524 
   1525 void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
   1526         const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
   1527         float left, float top, float right, float bottom, SkPaint* paint) {
   1528     if (quickReject(left, top, right, bottom)) {
   1529         return;
   1530     }
   1531 
   1532     glActiveTexture(gTextureUnits[0]);
   1533     Texture* texture = mCaches.textureCache.get(bitmap);
   1534     if (!texture) return;
   1535     const AutoTexture autoCleanup(texture);
   1536     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
   1537     texture->setFilter(GL_LINEAR, GL_LINEAR, true);
   1538 
   1539     int alpha;
   1540     SkXfermode::Mode mode;
   1541     getAlphaAndMode(paint, &alpha, &mode);
   1542 
   1543     const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(),
   1544             right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors);
   1545 
   1546     if (mesh && mesh->verticesCount > 0) {
   1547         const bool pureTranslate = mSnapshot->transform->isPureTranslate();
   1548 #if RENDER_LAYERS_AS_REGIONS
   1549         // Mark the current layer dirty where we are going to draw the patch
   1550         if (hasLayer() && mesh->hasEmptyQuads) {
   1551             const float offsetX = left + mSnapshot->transform->getTranslateX();
   1552             const float offsetY = top + mSnapshot->transform->getTranslateY();
   1553             const size_t count = mesh->quads.size();
   1554             for (size_t i = 0; i < count; i++) {
   1555                 const Rect& bounds = mesh->quads.itemAt(i);
   1556                 if (pureTranslate) {
   1557                     const float x = (int) floorf(bounds.left + offsetX + 0.5f);
   1558                     const float y = (int) floorf(bounds.top + offsetY + 0.5f);
   1559                     dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight());
   1560                 } else {
   1561                     dirtyLayer(left + bounds.left, top + bounds.top,
   1562                             left + bounds.right, top + bounds.bottom, *mSnapshot->transform);
   1563                 }
   1564             }
   1565         }
   1566 #endif
   1567 
   1568         if (pureTranslate) {
   1569             const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
   1570             const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
   1571 
   1572             drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f,
   1573                     mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
   1574                     GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer,
   1575                     true, !mesh->hasEmptyQuads);
   1576         } else {
   1577             drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f,
   1578                     mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset,
   1579                     GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer,
   1580                     true, !mesh->hasEmptyQuads);
   1581         }
   1582     }
   1583 }
   1584 
   1585 /**
   1586  * This function uses a similar approach to that of AA lines in the drawLines() function.
   1587  * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment
   1588  * shader to compute the translucency of the color, determined by whether a given pixel is
   1589  * within that boundary region and how far into the region it is.
   1590  */
   1591 void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom,
   1592         int color, SkXfermode::Mode mode) {
   1593     float inverseScaleX = 1.0f;
   1594     float inverseScaleY = 1.0f;
   1595     // The quad that we use needs to account for scaling.
   1596     if (!mSnapshot->transform->isPureTranslate()) {
   1597         Matrix4 *mat = mSnapshot->transform;
   1598         float m00 = mat->data[Matrix4::kScaleX];
   1599         float m01 = mat->data[Matrix4::kSkewY];
   1600         float m02 = mat->data[2];
   1601         float m10 = mat->data[Matrix4::kSkewX];
   1602         float m11 = mat->data[Matrix4::kScaleX];
   1603         float m12 = mat->data[6];
   1604         float scaleX = sqrt(m00 * m00 + m01 * m01);
   1605         float scaleY = sqrt(m10 * m10 + m11 * m11);
   1606         inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
   1607         inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
   1608     }
   1609 
   1610     setupDraw();
   1611     setupDrawAALine();
   1612     setupDrawColor(color);
   1613     setupDrawColorFilter();
   1614     setupDrawShader();
   1615     setupDrawBlending(true, mode);
   1616     setupDrawProgram();
   1617     setupDrawModelViewIdentity(true);
   1618     setupDrawColorUniforms();
   1619     setupDrawColorFilterUniforms();
   1620     setupDrawShaderIdentityUniforms();
   1621 
   1622     AAVertex rects[4];
   1623     AAVertex* aaVertices = &rects[0];
   1624     void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
   1625     void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
   1626 
   1627     float boundarySizeX = .5 * inverseScaleX;
   1628     float boundarySizeY = .5 * inverseScaleY;
   1629 
   1630     // Adjust the rect by the AA boundary padding
   1631     left -= boundarySizeX;
   1632     right += boundarySizeX;
   1633     top -= boundarySizeY;
   1634     bottom += boundarySizeY;
   1635 
   1636     float width = right - left;
   1637     float height = bottom - top;
   1638 
   1639     float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0;
   1640     float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0;
   1641     setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
   1642     int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
   1643     int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength");
   1644     glUniform1f(boundaryLengthSlot, boundaryHeightProportion);
   1645     glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion));
   1646 
   1647     if (!quickReject(left, top, right, bottom)) {
   1648         AAVertex::set(aaVertices++, left, bottom, 1, 1);
   1649         AAVertex::set(aaVertices++, left, top, 1, 0);
   1650         AAVertex::set(aaVertices++, right, bottom, 0, 1);
   1651         AAVertex::set(aaVertices++, right, top, 0, 0);
   1652         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
   1653         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
   1654     }
   1655 }
   1656 
   1657 /**
   1658  * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization
   1659  * rules for those lines produces some unexpected results, and may vary between hardware devices.
   1660  * The basics of lines-as-quads is easy; we simply find the normal to the line and position the
   1661  * corners of the quads on either side of each line endpoint, separated by the strokeWidth
   1662  * of the line. Hairlines are more involved because we need to account for transform scaling
   1663  * to end up with a one-pixel-wide line in screen space..
   1664  * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader
   1665  * in combination with values that we calculate and pass down in this method. The basic approach
   1666  * is that the quad we create contains both the core line area plus a bounding area in which
   1667  * the translucent/AA pixels are drawn. The values we calculate tell the shader what
   1668  * proportion of the width and the length of a given segment is represented by the boundary
   1669  * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad.
   1670  * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel
   1671  * on the inside). This ends up giving the result we want, with pixels that are completely
   1672  * 'inside' the line area being filled opaquely and the other pixels being filled according to
   1673  * how far into the boundary region they are, which is determined by shader interpolation.
   1674  */
   1675 void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
   1676     if (mSnapshot->isIgnored()) return;
   1677 
   1678     const bool isAA = paint->isAntiAlias();
   1679     // We use half the stroke width here because we're going to position the quad
   1680     // corner vertices half of the width away from the line endpoints
   1681     float halfStrokeWidth = paint->getStrokeWidth() * 0.5f;
   1682     // A stroke width of 0 has a special meaning in Skia:
   1683     // it draws a line 1 px wide regardless of current transform
   1684     bool isHairLine = paint->getStrokeWidth() == 0.0f;
   1685     float inverseScaleX = 1.0f;
   1686     float inverseScaleY = 1.0f;
   1687     bool scaled = false;
   1688     int alpha;
   1689     SkXfermode::Mode mode;
   1690     int generatedVerticesCount = 0;
   1691     int verticesCount = count;
   1692     if (count > 4) {
   1693         // Polyline: account for extra vertices needed for continuous tri-strip
   1694         verticesCount += (count - 4);
   1695     }
   1696 
   1697     if (isHairLine || isAA) {
   1698         // The quad that we use for AA and hairlines needs to account for scaling. For hairlines
   1699         // the line on the screen should always be one pixel wide regardless of scale. For
   1700         // AA lines, we only want one pixel of translucent boundary around the quad.
   1701         if (!mSnapshot->transform->isPureTranslate()) {
   1702             Matrix4 *mat = mSnapshot->transform;
   1703             float m00 = mat->data[Matrix4::kScaleX];
   1704             float m01 = mat->data[Matrix4::kSkewY];
   1705             float m02 = mat->data[2];
   1706             float m10 = mat->data[Matrix4::kSkewX];
   1707             float m11 = mat->data[Matrix4::kScaleX];
   1708             float m12 = mat->data[6];
   1709             float scaleX = sqrt(m00*m00 + m01*m01);
   1710             float scaleY = sqrt(m10*m10 + m11*m11);
   1711             inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0;
   1712             inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0;
   1713             if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) {
   1714                 scaled = true;
   1715             }
   1716         }
   1717     }
   1718 
   1719     getAlphaAndMode(paint, &alpha, &mode);
   1720     setupDraw();
   1721     if (isAA) {
   1722         setupDrawAALine();
   1723     }
   1724     setupDrawColor(paint->getColor(), alpha);
   1725     setupDrawColorFilter();
   1726     setupDrawShader();
   1727     if (isAA) {
   1728         setupDrawBlending(true, mode);
   1729     } else {
   1730         setupDrawBlending(mode);
   1731     }
   1732     setupDrawProgram();
   1733     setupDrawModelViewIdentity(true);
   1734     setupDrawColorUniforms();
   1735     setupDrawColorFilterUniforms();
   1736     setupDrawShaderIdentityUniforms();
   1737 
   1738     if (isHairLine) {
   1739         // Set a real stroke width to be used in quad construction
   1740         halfStrokeWidth = isAA? 1 : .5;
   1741     } else if (isAA && !scaled) {
   1742         // Expand boundary to enable AA calculations on the quad border
   1743         halfStrokeWidth += .5f;
   1744     }
   1745     Vertex lines[verticesCount];
   1746     Vertex* vertices = &lines[0];
   1747     AAVertex wLines[verticesCount];
   1748     AAVertex* aaVertices = &wLines[0];
   1749     if (!isAA) {
   1750         setupDrawVertices(vertices);
   1751     } else {
   1752         void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset;
   1753         void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset;
   1754         // innerProportion is the ratio of the inner (non-AA) part of the line to the total
   1755         // AA stroke width (the base stroke width expanded by a half pixel on either side).
   1756         // This value is used in the fragment shader to determine how to fill fragments.
   1757         // We will need to calculate the actual width proportion on each segment for
   1758         // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
   1759         float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
   1760         setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion);
   1761     }
   1762 
   1763     AAVertex* prevAAVertex = NULL;
   1764     Vertex* prevVertex = NULL;
   1765 
   1766     int boundaryLengthSlot = -1;
   1767     int inverseBoundaryLengthSlot = -1;
   1768     int boundaryWidthSlot = -1;
   1769     int inverseBoundaryWidthSlot = -1;
   1770     for (int i = 0; i < count; i += 4) {
   1771         // a = start point, b = end point
   1772         vec2 a(points[i], points[i + 1]);
   1773         vec2 b(points[i + 2], points[i + 3]);
   1774         float length = 0;
   1775         float boundaryLengthProportion = 0;
   1776         float boundaryWidthProportion = 0;
   1777 
   1778         // Find the normal to the line
   1779         vec2 n = (b - a).copyNormalized() * halfStrokeWidth;
   1780         if (isHairLine) {
   1781             if (isAA) {
   1782                 float wideningFactor;
   1783                 if (fabs(n.x) >= fabs(n.y)) {
   1784                     wideningFactor = fabs(1.0f / n.x);
   1785                 } else {
   1786                     wideningFactor = fabs(1.0f / n.y);
   1787                 }
   1788                 n *= wideningFactor;
   1789             }
   1790             if (scaled) {
   1791                 n.x *= inverseScaleX;
   1792                 n.y *= inverseScaleY;
   1793             }
   1794         } else if (scaled) {
   1795             // Extend n by .5 pixel on each side, post-transform
   1796             vec2 extendedN = n.copyNormalized();
   1797             extendedN /= 2;
   1798             extendedN.x *= inverseScaleX;
   1799             extendedN.y *= inverseScaleY;
   1800             float extendedNLength = extendedN.length();
   1801             // We need to set this value on the shader prior to drawing
   1802             boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength);
   1803             n += extendedN;
   1804         }
   1805         float x = n.x;
   1806         n.x = -n.y;
   1807         n.y = x;
   1808 
   1809         // aa lines expand the endpoint vertices to encompass the AA boundary
   1810         if (isAA) {
   1811             vec2 abVector = (b - a);
   1812             length = abVector.length();
   1813             abVector.normalize();
   1814             if (scaled) {
   1815                 abVector.x *= inverseScaleX;
   1816                 abVector.y *= inverseScaleY;
   1817                 float abLength = abVector.length();
   1818                 boundaryLengthProportion = abLength / (length + abLength);
   1819             } else {
   1820                 boundaryLengthProportion = .5 / (length + 1);
   1821             }
   1822             abVector /= 2;
   1823             a -= abVector;
   1824             b += abVector;
   1825         }
   1826 
   1827         // Four corners of the rectangle defining a thick line
   1828         vec2 p1 = a - n;
   1829         vec2 p2 = a + n;
   1830         vec2 p3 = b + n;
   1831         vec2 p4 = b - n;
   1832 
   1833 
   1834         const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x)));
   1835         const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x)));
   1836         const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y)));
   1837         const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y)));
   1838 
   1839         if (!quickReject(left, top, right, bottom)) {
   1840             if (!isAA) {
   1841                 if (prevVertex != NULL) {
   1842                     // Issue two repeat vertices to create degenerate triangles to bridge
   1843                     // between the previous line and the new one. This is necessary because
   1844                     // we are creating a single triangle_strip which will contain
   1845                     // potentially discontinuous line segments.
   1846                     Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]);
   1847                     Vertex::set(vertices++, p1.x, p1.y);
   1848                     generatedVerticesCount += 2;
   1849                 }
   1850                 Vertex::set(vertices++, p1.x, p1.y);
   1851                 Vertex::set(vertices++, p2.x, p2.y);
   1852                 Vertex::set(vertices++, p4.x, p4.y);
   1853                 Vertex::set(vertices++, p3.x, p3.y);
   1854                 prevVertex = vertices - 1;
   1855                 generatedVerticesCount += 4;
   1856             } else {
   1857                 if (!isHairLine && scaled) {
   1858                     // Must set width proportions per-segment for scaled non-hairlines to use the
   1859                     // correct AA boundary dimensions
   1860                     if (boundaryWidthSlot < 0) {
   1861                         boundaryWidthSlot =
   1862                                 mCaches.currentProgram->getUniform("boundaryWidth");
   1863                         inverseBoundaryWidthSlot =
   1864                                 mCaches.currentProgram->getUniform("inverseBoundaryWidth");
   1865                     }
   1866                     glUniform1f(boundaryWidthSlot, boundaryWidthProportion);
   1867                     glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion));
   1868                 }
   1869                 if (boundaryLengthSlot < 0) {
   1870                     boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength");
   1871                     inverseBoundaryLengthSlot =
   1872                             mCaches.currentProgram->getUniform("inverseBoundaryLength");
   1873                 }
   1874                 glUniform1f(boundaryLengthSlot, boundaryLengthProportion);
   1875                 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion));
   1876 
   1877                 if (prevAAVertex != NULL) {
   1878                     // Issue two repeat vertices to create degenerate triangles to bridge
   1879                     // between the previous line and the new one. This is necessary because
   1880                     // we are creating a single triangle_strip which will contain
   1881                     // potentially discontinuous line segments.
   1882                     AAVertex::set(aaVertices++,prevAAVertex->position[0],
   1883                             prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length);
   1884                     AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
   1885                     generatedVerticesCount += 2;
   1886                 }
   1887                 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1);
   1888                 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0);
   1889                 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1);
   1890                 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0);
   1891                 prevAAVertex = aaVertices - 1;
   1892                 generatedVerticesCount += 4;
   1893             }
   1894             dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top,
   1895                     a.x == b.x ? right: right, a.y == b.y ? bottom: bottom,
   1896                     *mSnapshot->transform);
   1897         }
   1898     }
   1899     if (generatedVerticesCount > 0) {
   1900        glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount);
   1901     }
   1902 }
   1903 
   1904 void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) {
   1905     if (mSnapshot->isIgnored()) return;
   1906 
   1907     // TODO: The paint's cap style defines whether the points are square or circular
   1908     // TODO: Handle AA for round points
   1909 
   1910     // A stroke width of 0 has a special meaning in Skia:
   1911     // it draws an unscaled 1px point
   1912     float strokeWidth = paint->getStrokeWidth();
   1913     const bool isHairLine = paint->getStrokeWidth() == 0.0f;
   1914     if (isHairLine) {
   1915         // Now that we know it's hairline, we can set the effective width, to be used later
   1916         strokeWidth = 1.0f;
   1917     }
   1918     const float halfWidth = strokeWidth / 2;
   1919     int alpha;
   1920     SkXfermode::Mode mode;
   1921     getAlphaAndMode(paint, &alpha, &mode);
   1922 
   1923     int verticesCount = count >> 1;
   1924     int generatedVerticesCount = 0;
   1925 
   1926     TextureVertex pointsData[verticesCount];
   1927     TextureVertex* vertex = &pointsData[0];
   1928 
   1929     setupDraw();
   1930     setupDrawPoint(strokeWidth);
   1931     setupDrawColor(paint->getColor(), alpha);
   1932     setupDrawColorFilter();
   1933     setupDrawShader();
   1934     setupDrawBlending(mode);
   1935     setupDrawProgram();
   1936     setupDrawModelViewIdentity(true);
   1937     setupDrawColorUniforms();
   1938     setupDrawColorFilterUniforms();
   1939     setupDrawPointUniforms();
   1940     setupDrawShaderIdentityUniforms();
   1941     setupDrawMesh(vertex);
   1942 
   1943     for (int i = 0; i < count; i += 2) {
   1944         TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f);
   1945         generatedVerticesCount++;
   1946         float left = points[i] - halfWidth;
   1947         float right = points[i] + halfWidth;
   1948         float top = points[i + 1] - halfWidth;
   1949         float bottom = points [i + 1] + halfWidth;
   1950         dirtyLayer(left, top, right, bottom, *mSnapshot->transform);
   1951     }
   1952 
   1953     glDrawArrays(GL_POINTS, 0, generatedVerticesCount);
   1954 }
   1955 
   1956 void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
   1957     // No need to check against the clip, we fill the clip region
   1958     if (mSnapshot->isIgnored()) return;
   1959 
   1960     Rect& clip(*mSnapshot->clipRect);
   1961     clip.snapToPixelBoundaries();
   1962 
   1963     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
   1964 }
   1965 
   1966 void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) {
   1967     if (!texture) return;
   1968     const AutoTexture autoCleanup(texture);
   1969 
   1970     const float x = left + texture->left - texture->offset;
   1971     const float y = top + texture->top - texture->offset;
   1972 
   1973     drawPathTexture(texture, x, y, paint);
   1974 }
   1975 
   1976 void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom,
   1977         float rx, float ry, SkPaint* paint) {
   1978     if (mSnapshot->isIgnored()) return;
   1979 
   1980     glActiveTexture(gTextureUnits[0]);
   1981     const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect(
   1982             right - left, bottom - top, rx, ry, paint);
   1983     drawShape(left, top, texture, paint);
   1984 }
   1985 
   1986 void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) {
   1987     if (mSnapshot->isIgnored()) return;
   1988 
   1989     glActiveTexture(gTextureUnits[0]);
   1990     const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint);
   1991     drawShape(x - radius, y - radius, texture, paint);
   1992 }
   1993 
   1994 void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) {
   1995     if (mSnapshot->isIgnored()) return;
   1996 
   1997     glActiveTexture(gTextureUnits[0]);
   1998     const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint);
   1999     drawShape(left, top, texture, paint);
   2000 }
   2001 
   2002 void OpenGLRenderer::drawArc(float left, float top, float right, float bottom,
   2003         float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) {
   2004     if (mSnapshot->isIgnored()) return;
   2005 
   2006     if (fabs(sweepAngle) >= 360.0f) {
   2007         drawOval(left, top, right, bottom, paint);
   2008         return;
   2009     }
   2010 
   2011     glActiveTexture(gTextureUnits[0]);
   2012     const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top,
   2013             startAngle, sweepAngle, useCenter, paint);
   2014     drawShape(left, top, texture, paint);
   2015 }
   2016 
   2017 void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom,
   2018         SkPaint* paint) {
   2019     if (mSnapshot->isIgnored()) return;
   2020 
   2021     glActiveTexture(gTextureUnits[0]);
   2022     const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint);
   2023     drawShape(left, top, texture, paint);
   2024 }
   2025 
   2026 void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) {
   2027     if (p->getStyle() != SkPaint::kFill_Style) {
   2028         drawRectAsShape(left, top, right, bottom, p);
   2029         return;
   2030     }
   2031 
   2032     if (quickReject(left, top, right, bottom)) {
   2033         return;
   2034     }
   2035 
   2036     SkXfermode::Mode mode;
   2037     if (!mCaches.extensions.hasFramebufferFetch()) {
   2038         const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
   2039         if (!isMode) {
   2040             // Assume SRC_OVER
   2041             mode = SkXfermode::kSrcOver_Mode;
   2042         }
   2043     } else {
   2044         mode = getXfermode(p->getXfermode());
   2045     }
   2046 
   2047     int color = p->getColor();
   2048     if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) {
   2049         drawAARect(left, top, right, bottom, color, mode);
   2050     } else {
   2051         drawColorRect(left, top, right, bottom, color, mode);
   2052     }
   2053 }
   2054 
   2055 void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
   2056         float x, float y, SkPaint* paint) {
   2057     if (text == NULL || count == 0) {
   2058         return;
   2059     }
   2060     if (mSnapshot->isIgnored()) return;
   2061 
   2062     // TODO: We should probably make a copy of the paint instead of modifying
   2063     //       it; modifying the paint will change its generationID the first
   2064     //       time, which might impact caches. More investigation needed to
   2065     //       see if it matters.
   2066     //       If we make a copy, then drawTextDecorations() should *not* make
   2067     //       its own copy as it does right now.
   2068     paint->setAntiAlias(true);
   2069 #if RENDER_TEXT_AS_GLYPHS
   2070     paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding);
   2071 #endif
   2072 
   2073     float length = -1.0f;
   2074     switch (paint->getTextAlign()) {
   2075         case SkPaint::kCenter_Align:
   2076             length = paint->measureText(text, bytesCount);
   2077             x -= length / 2.0f;
   2078             break;
   2079         case SkPaint::kRight_Align:
   2080             length = paint->measureText(text, bytesCount);
   2081             x -= length;
   2082             break;
   2083         default:
   2084             break;
   2085     }
   2086 
   2087     const float oldX = x;
   2088     const float oldY = y;
   2089     const bool pureTranslate = mSnapshot->transform->isPureTranslate();
   2090     if (pureTranslate) {
   2091         x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
   2092         y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
   2093     }
   2094 
   2095     FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint);
   2096     fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()),
   2097             paint->getTextSize());
   2098 
   2099     int alpha;
   2100     SkXfermode::Mode mode;
   2101     getAlphaAndMode(paint, &alpha, &mode);
   2102 
   2103     if (mHasShadow) {
   2104         mCaches.dropShadowCache.setFontRenderer(fontRenderer);
   2105         const ShadowTexture* shadow = mCaches.dropShadowCache.get(
   2106                 paint, text, bytesCount, count, mShadowRadius);
   2107         const AutoTexture autoCleanup(shadow);
   2108 
   2109         const float sx = oldX - shadow->left + mShadowDx;
   2110         const float sy = oldY - shadow->top + mShadowDy;
   2111 
   2112         const int shadowAlpha = ((mShadowColor >> 24) & 0xFF);
   2113         int shadowColor = mShadowColor;
   2114         if (mShader) {
   2115             shadowColor = 0xffffffff;
   2116         }
   2117 
   2118         glActiveTexture(gTextureUnits[0]);
   2119         setupDraw();
   2120         setupDrawWithTexture(true);
   2121         setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha);
   2122         setupDrawColorFilter();
   2123         setupDrawShader();
   2124         setupDrawBlending(true, mode);
   2125         setupDrawProgram();
   2126         setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height);
   2127         setupDrawTexture(shadow->id);
   2128         setupDrawPureColorUniforms();
   2129         setupDrawColorFilterUniforms();
   2130         setupDrawShaderUniforms();
   2131         setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
   2132 
   2133         glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
   2134 
   2135         finishDrawTexture();
   2136     }
   2137 
   2138     if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) {
   2139         return;
   2140     }
   2141 
   2142     // Pick the appropriate texture filtering
   2143     bool linearFilter = mSnapshot->transform->changesBounds();
   2144     if (pureTranslate && !linearFilter) {
   2145         linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
   2146     }
   2147 
   2148     glActiveTexture(gTextureUnits[0]);
   2149     setupDraw();
   2150     setupDrawDirtyRegionsDisabled();
   2151     setupDrawWithTexture(true);
   2152     setupDrawAlpha8Color(paint->getColor(), alpha);
   2153     setupDrawColorFilter();
   2154     setupDrawShader();
   2155     setupDrawBlending(true, mode);
   2156     setupDrawProgram();
   2157     setupDrawModelView(x, y, x, y, pureTranslate, true);
   2158     setupDrawTexture(fontRenderer.getTexture(linearFilter));
   2159     setupDrawPureColorUniforms();
   2160     setupDrawColorFilterUniforms();
   2161     setupDrawShaderUniforms(pureTranslate);
   2162 
   2163     const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip();
   2164     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
   2165 
   2166 #if RENDER_LAYERS_AS_REGIONS
   2167     bool hasActiveLayer = hasLayer();
   2168 #else
   2169     bool hasActiveLayer = false;
   2170 #endif
   2171     mCaches.unbindMeshBuffer();
   2172 
   2173     // Tell font renderer the locations of position and texture coord
   2174     // attributes so it can bind its data properly
   2175     int positionSlot = mCaches.currentProgram->position;
   2176     fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot);
   2177     if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y,
   2178             hasActiveLayer ? &bounds : NULL)) {
   2179 #if RENDER_LAYERS_AS_REGIONS
   2180         if (hasActiveLayer) {
   2181             if (!pureTranslate) {
   2182                 mSnapshot->transform->mapRect(bounds);
   2183             }
   2184             dirtyLayerUnchecked(bounds, getRegion());
   2185         }
   2186 #endif
   2187     }
   2188 
   2189     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   2190     glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords"));
   2191 
   2192     drawTextDecorations(text, bytesCount, length, oldX, oldY, paint);
   2193 }
   2194 
   2195 void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
   2196     if (mSnapshot->isIgnored()) return;
   2197 
   2198     glActiveTexture(gTextureUnits[0]);
   2199 
   2200     const PathTexture* texture = mCaches.pathCache.get(path, paint);
   2201     if (!texture) return;
   2202     const AutoTexture autoCleanup(texture);
   2203 
   2204     const float x = texture->left - texture->offset;
   2205     const float y = texture->top - texture->offset;
   2206 
   2207     drawPathTexture(texture, x, y, paint);
   2208 }
   2209 
   2210 void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) {
   2211     if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) {
   2212         return;
   2213     }
   2214 
   2215     glActiveTexture(gTextureUnits[0]);
   2216 
   2217     int alpha;
   2218     SkXfermode::Mode mode;
   2219     getAlphaAndMode(paint, &alpha, &mode);
   2220 
   2221     layer->setAlpha(alpha, mode);
   2222 
   2223 #if RENDER_LAYERS_AS_REGIONS
   2224     if (!layer->region.isEmpty()) {
   2225         if (layer->region.isRect()) {
   2226             composeLayerRect(layer, layer->regionRect);
   2227         } else if (layer->mesh) {
   2228             const float a = alpha / 255.0f;
   2229             const Rect& rect = layer->layer;
   2230 
   2231             setupDraw();
   2232             setupDrawWithTexture();
   2233             setupDrawColor(a, a, a, a);
   2234             setupDrawColorFilter();
   2235             setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false);
   2236             setupDrawProgram();
   2237             setupDrawPureColorUniforms();
   2238             setupDrawColorFilterUniforms();
   2239             setupDrawTexture(layer->getTexture());
   2240             if (mSnapshot->transform->isPureTranslate()) {
   2241                 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f);
   2242                 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f);
   2243 
   2244                 layer->setFilter(GL_NEAREST, GL_NEAREST);
   2245                 setupDrawModelViewTranslate(x, y,
   2246                         x + layer->layer.getWidth(), y + layer->layer.getHeight(), true);
   2247             } else {
   2248                 layer->setFilter(GL_LINEAR, GL_LINEAR);
   2249                 setupDrawModelViewTranslate(x, y,
   2250                         x + layer->layer.getWidth(), y + layer->layer.getHeight());
   2251             }
   2252             setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]);
   2253 
   2254             glDrawElements(GL_TRIANGLES, layer->meshElementCount,
   2255                     GL_UNSIGNED_SHORT, layer->meshIndices);
   2256 
   2257             finishDrawTexture();
   2258 
   2259 #if DEBUG_LAYERS_AS_REGIONS
   2260             drawRegionRects(layer->region);
   2261 #endif
   2262         }
   2263     }
   2264 #else
   2265     const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight());
   2266     composeLayerRect(layer, r);
   2267 #endif
   2268 }
   2269 
   2270 ///////////////////////////////////////////////////////////////////////////////
   2271 // Shaders
   2272 ///////////////////////////////////////////////////////////////////////////////
   2273 
   2274 void OpenGLRenderer::resetShader() {
   2275     mShader = NULL;
   2276 }
   2277 
   2278 void OpenGLRenderer::setupShader(SkiaShader* shader) {
   2279     mShader = shader;
   2280     if (mShader) {
   2281         mShader->set(&mCaches.textureCache, &mCaches.gradientCache);
   2282     }
   2283 }
   2284 
   2285 ///////////////////////////////////////////////////////////////////////////////
   2286 // Color filters
   2287 ///////////////////////////////////////////////////////////////////////////////
   2288 
   2289 void OpenGLRenderer::resetColorFilter() {
   2290     mColorFilter = NULL;
   2291 }
   2292 
   2293 void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
   2294     mColorFilter = filter;
   2295 }
   2296 
   2297 ///////////////////////////////////////////////////////////////////////////////
   2298 // Drop shadow
   2299 ///////////////////////////////////////////////////////////////////////////////
   2300 
   2301 void OpenGLRenderer::resetShadow() {
   2302     mHasShadow = false;
   2303 }
   2304 
   2305 void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
   2306     mHasShadow = true;
   2307     mShadowRadius = radius;
   2308     mShadowDx = dx;
   2309     mShadowDy = dy;
   2310     mShadowColor = color;
   2311 }
   2312 
   2313 ///////////////////////////////////////////////////////////////////////////////
   2314 // Drawing implementation
   2315 ///////////////////////////////////////////////////////////////////////////////
   2316 
   2317 void OpenGLRenderer::drawPathTexture(const PathTexture* texture,
   2318         float x, float y, SkPaint* paint) {
   2319     if (quickReject(x, y, x + texture->width, y + texture->height)) {
   2320         return;
   2321     }
   2322 
   2323     int alpha;
   2324     SkXfermode::Mode mode;
   2325     getAlphaAndMode(paint, &alpha, &mode);
   2326 
   2327     setupDraw();
   2328     setupDrawWithTexture(true);
   2329     setupDrawAlpha8Color(paint->getColor(), alpha);
   2330     setupDrawColorFilter();
   2331     setupDrawShader();
   2332     setupDrawBlending(true, mode);
   2333     setupDrawProgram();
   2334     setupDrawModelView(x, y, x + texture->width, y + texture->height);
   2335     setupDrawTexture(texture->id);
   2336     setupDrawPureColorUniforms();
   2337     setupDrawColorFilterUniforms();
   2338     setupDrawShaderUniforms();
   2339     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset);
   2340 
   2341     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
   2342 
   2343     finishDrawTexture();
   2344 }
   2345 
   2346 // Same values used by Skia
   2347 #define kStdStrikeThru_Offset   (-6.0f / 21.0f)
   2348 #define kStdUnderline_Offset    (1.0f / 9.0f)
   2349 #define kStdUnderline_Thickness (1.0f / 18.0f)
   2350 
   2351 void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
   2352         float x, float y, SkPaint* paint) {
   2353     // Handle underline and strike-through
   2354     uint32_t flags = paint->getFlags();
   2355     if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
   2356         SkPaint paintCopy(*paint);
   2357         float underlineWidth = length;
   2358         // If length is > 0.0f, we already measured the text for the text alignment
   2359         if (length <= 0.0f) {
   2360             underlineWidth = paintCopy.measureText(text, bytesCount);
   2361         }
   2362 
   2363         float offsetX = 0;
   2364         switch (paintCopy.getTextAlign()) {
   2365             case SkPaint::kCenter_Align:
   2366                 offsetX = underlineWidth * 0.5f;
   2367                 break;
   2368             case SkPaint::kRight_Align:
   2369                 offsetX = underlineWidth;
   2370                 break;
   2371             default:
   2372                 break;
   2373         }
   2374 
   2375         if (underlineWidth > 0.0f) {
   2376             const float textSize = paintCopy.getTextSize();
   2377             const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f);
   2378 
   2379             const float left = x - offsetX;
   2380             float top = 0.0f;
   2381 
   2382             int linesCount = 0;
   2383             if (flags & SkPaint::kUnderlineText_Flag) linesCount++;
   2384             if (flags & SkPaint::kStrikeThruText_Flag) linesCount++;
   2385 
   2386             const int pointsCount = 4 * linesCount;
   2387             float points[pointsCount];
   2388             int currentPoint = 0;
   2389 
   2390             if (flags & SkPaint::kUnderlineText_Flag) {
   2391                 top = y + textSize * kStdUnderline_Offset;
   2392                 points[currentPoint++] = left;
   2393                 points[currentPoint++] = top;
   2394                 points[currentPoint++] = left + underlineWidth;
   2395                 points[currentPoint++] = top;
   2396             }
   2397 
   2398             if (flags & SkPaint::kStrikeThruText_Flag) {
   2399                 top = y + textSize * kStdStrikeThru_Offset;
   2400                 points[currentPoint++] = left;
   2401                 points[currentPoint++] = top;
   2402                 points[currentPoint++] = left + underlineWidth;
   2403                 points[currentPoint++] = top;
   2404             }
   2405 
   2406             paintCopy.setStrokeWidth(strokeWidth);
   2407 
   2408             drawLines(&points[0], pointsCount, &paintCopy);
   2409         }
   2410     }
   2411 }
   2412 
   2413 void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
   2414         int color, SkXfermode::Mode mode, bool ignoreTransform) {
   2415     // If a shader is set, preserve only the alpha
   2416     if (mShader) {
   2417         color |= 0x00ffffff;
   2418     }
   2419 
   2420     setupDraw();
   2421     setupDrawColor(color);
   2422     setupDrawShader();
   2423     setupDrawColorFilter();
   2424     setupDrawBlending(mode);
   2425     setupDrawProgram();
   2426     setupDrawModelView(left, top, right, bottom, ignoreTransform);
   2427     setupDrawColorUniforms();
   2428     setupDrawShaderUniforms(ignoreTransform);
   2429     setupDrawColorFilterUniforms();
   2430     setupDrawSimpleMesh();
   2431 
   2432     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
   2433 }
   2434 
   2435 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
   2436         Texture* texture, SkPaint* paint) {
   2437     int alpha;
   2438     SkXfermode::Mode mode;
   2439     getAlphaAndMode(paint, &alpha, &mode);
   2440 
   2441     texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true);
   2442 
   2443     if (mSnapshot->transform->isPureTranslate()) {
   2444         const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f);
   2445         const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f);
   2446 
   2447         texture->setFilter(GL_NEAREST, GL_NEAREST, true);
   2448         drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id,
   2449                 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL,
   2450                 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true);
   2451     } else {
   2452         texture->setFilter(GL_LINEAR, GL_LINEAR, true);
   2453         drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode,
   2454                 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset,
   2455                 GL_TRIANGLE_STRIP, gMeshCount);
   2456     }
   2457 }
   2458 
   2459 void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
   2460         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
   2461     drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
   2462             (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount);
   2463 }
   2464 
   2465 void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom,
   2466         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend,
   2467         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
   2468         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) {
   2469 
   2470     setupDraw();
   2471     setupDrawWithTexture();
   2472     setupDrawColor(alpha, alpha, alpha, alpha);
   2473     setupDrawColorFilter();
   2474     setupDrawBlending(blend, mode, swapSrcDst);
   2475     setupDrawProgram();
   2476     if (!dirty) {
   2477         setupDrawDirtyRegionsDisabled();
   2478     }
   2479     if (!ignoreScale) {
   2480         setupDrawModelView(left, top, right, bottom, ignoreTransform);
   2481     } else {
   2482         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform);
   2483     }
   2484     setupDrawPureColorUniforms();
   2485     setupDrawColorFilterUniforms();
   2486     setupDrawTexture(texture);
   2487     setupDrawMesh(vertices, texCoords, vbo);
   2488 
   2489     glDrawArrays(drawMode, 0, elementsCount);
   2490 
   2491     finishDrawTexture();
   2492 }
   2493 
   2494 void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode,
   2495         ProgramDescription& description, bool swapSrcDst) {
   2496     blend = blend || mode != SkXfermode::kSrcOver_Mode;
   2497     if (blend) {
   2498         if (mode <= SkXfermode::kScreen_Mode) {
   2499             if (!mCaches.blend) {
   2500                 glEnable(GL_BLEND);
   2501             }
   2502 
   2503             GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src;
   2504             GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst;
   2505 
   2506             if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) {
   2507                 glBlendFunc(sourceMode, destMode);
   2508                 mCaches.lastSrcMode = sourceMode;
   2509                 mCaches.lastDstMode = destMode;
   2510             }
   2511         } else {
   2512             // These blend modes are not supported by OpenGL directly and have
   2513             // to be implemented using shaders. Since the shader will perform
   2514             // the blending, turn blending off here
   2515             if (mCaches.extensions.hasFramebufferFetch()) {
   2516                 description.framebufferMode = mode;
   2517                 description.swapSrcDst = swapSrcDst;
   2518             }
   2519 
   2520             if (mCaches.blend) {
   2521                 glDisable(GL_BLEND);
   2522             }
   2523             blend = false;
   2524         }
   2525     } else if (mCaches.blend) {
   2526         glDisable(GL_BLEND);
   2527     }
   2528     mCaches.blend = blend;
   2529 }
   2530 
   2531 bool OpenGLRenderer::useProgram(Program* program) {
   2532     if (!program->isInUse()) {
   2533         if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove();
   2534         program->use();
   2535         mCaches.currentProgram = program;
   2536         return false;
   2537     }
   2538     return true;
   2539 }
   2540 
   2541 void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
   2542     TextureVertex* v = &mMeshVertices[0];
   2543     TextureVertex::setUV(v++, u1, v1);
   2544     TextureVertex::setUV(v++, u2, v1);
   2545     TextureVertex::setUV(v++, u1, v2);
   2546     TextureVertex::setUV(v++, u2, v2);
   2547 }
   2548 
   2549 void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
   2550     if (paint) {
   2551         *mode = getXfermode(paint->getXfermode());
   2552 
   2553         // Skia draws using the color's alpha channel if < 255
   2554         // Otherwise, it uses the paint's alpha
   2555         int color = paint->getColor();
   2556         *alpha = (color >> 24) & 0xFF;
   2557         if (*alpha == 255) {
   2558             *alpha = paint->getAlpha();
   2559         }
   2560     } else {
   2561         *mode = SkXfermode::kSrcOver_Mode;
   2562         *alpha = 255;
   2563     }
   2564 }
   2565 
   2566 SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) {
   2567     SkXfermode::Mode resultMode;
   2568     if (!SkXfermode::AsMode(mode, &resultMode)) {
   2569         resultMode = SkXfermode::kSrcOver_Mode;
   2570     }
   2571     return resultMode;
   2572 }
   2573 
   2574 }; // namespace uirenderer
   2575 }; // namespace android
   2576