| /* | 
 |  * Copyright (C) 2010 The Android Open Source Project | 
 |  * | 
 |  * Licensed under the Apache License, Version 2.0 (the "License"); | 
 |  * you may not use this file except in compliance with the License. | 
 |  * You may obtain a copy of the License at | 
 |  * | 
 |  *      http://www.apache.org/licenses/LICENSE-2.0 | 
 |  * | 
 |  * Unless required by applicable law or agreed to in writing, software | 
 |  * distributed under the License is distributed on an "AS IS" BASIS, | 
 |  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 |  * See the License for the specific language governing permissions and | 
 |  * limitations under the License. | 
 |  */ | 
 |  | 
 | #define LOG_TAG "OpenGLRenderer" | 
 |  | 
 | #include <stdlib.h> | 
 | #include <stdint.h> | 
 | #include <sys/types.h> | 
 |  | 
 | #include <SkCanvas.h> | 
 | #include <SkTypeface.h> | 
 |  | 
 | #include <utils/Log.h> | 
 | #include <utils/StopWatch.h> | 
 |  | 
 | #include <private/hwui/DrawGlInfo.h> | 
 |  | 
 | #include <ui/Rect.h> | 
 |  | 
 | #include "OpenGLRenderer.h" | 
 | #include "DeferredDisplayList.h" | 
 | #include "DisplayListRenderer.h" | 
 | #include "Fence.h" | 
 | #include "PathTessellator.h" | 
 | #include "Properties.h" | 
 | #include "Vector.h" | 
 |  | 
 | namespace android { | 
 | namespace uirenderer { | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Defines | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | #define RAD_TO_DEG (180.0f / 3.14159265f) | 
 | #define MIN_ANGLE 0.001f | 
 |  | 
 | #define ALPHA_THRESHOLD 0 | 
 |  | 
 | #define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Globals | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | /** | 
 |  * Structure mapping Skia xfermodes to OpenGL blending factors. | 
 |  */ | 
 | struct Blender { | 
 |     SkXfermode::Mode mode; | 
 |     GLenum src; | 
 |     GLenum dst; | 
 | }; // struct Blender | 
 |  | 
 | // In this array, the index of each Blender equals the value of the first | 
 | // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] | 
 | static const Blender gBlends[] = { | 
 |     { SkXfermode::kClear_Mode,    GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kSrc_Mode,      GL_ONE,                 GL_ZERO }, | 
 |     { SkXfermode::kDst_Mode,      GL_ZERO,                GL_ONE }, | 
 |     { SkXfermode::kSrcOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kDstOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE }, | 
 |     { SkXfermode::kSrcIn_Mode,    GL_DST_ALPHA,           GL_ZERO }, | 
 |     { SkXfermode::kDstIn_Mode,    GL_ZERO,                GL_SRC_ALPHA }, | 
 |     { SkXfermode::kSrcOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, | 
 |     { SkXfermode::kDstOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kSrcATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kDstATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, | 
 |     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE }, | 
 |     { SkXfermode::kModulate_Mode, GL_ZERO,                GL_SRC_COLOR }, | 
 |     { SkXfermode::kScreen_Mode,   GL_ONE,                 GL_ONE_MINUS_SRC_COLOR } | 
 | }; | 
 |  | 
 | // This array contains the swapped version of each SkXfermode. For instance | 
 | // this array's SrcOver blending mode is actually DstOver. You can refer to | 
 | // createLayer() for more information on the purpose of this array. | 
 | static const Blender gBlendsSwap[] = { | 
 |     { SkXfermode::kClear_Mode,    GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, | 
 |     { SkXfermode::kSrc_Mode,      GL_ZERO,                GL_ONE }, | 
 |     { SkXfermode::kDst_Mode,      GL_ONE,                 GL_ZERO }, | 
 |     { SkXfermode::kSrcOver_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_ONE }, | 
 |     { SkXfermode::kDstOver_Mode,  GL_ONE,                 GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kSrcIn_Mode,    GL_ZERO,                GL_SRC_ALPHA }, | 
 |     { SkXfermode::kDstIn_Mode,    GL_DST_ALPHA,           GL_ZERO }, | 
 |     { SkXfermode::kSrcOut_Mode,   GL_ZERO,                GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kDstOut_Mode,   GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, | 
 |     { SkXfermode::kSrcATop_Mode,  GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, | 
 |     { SkXfermode::kDstATop_Mode,  GL_DST_ALPHA,           GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kXor_Mode,      GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, | 
 |     { SkXfermode::kPlus_Mode,     GL_ONE,                 GL_ONE }, | 
 |     { SkXfermode::kModulate_Mode, GL_DST_COLOR,           GL_ZERO }, | 
 |     { SkXfermode::kScreen_Mode,   GL_ONE_MINUS_DST_COLOR, GL_ONE } | 
 | }; | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Functions | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | template<typename T> | 
 | static inline T min(T a, T b) { | 
 |     return a < b ? a : b; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Constructors/destructor | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | OpenGLRenderer::OpenGLRenderer(): | 
 |         mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { | 
 |     // *set* draw modifiers to be 0 | 
 |     memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); | 
 |     mDrawModifiers.mOverrideLayerAlpha = 1.0f; | 
 |  | 
 |     memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); | 
 |  | 
 |     mFirstSnapshot = new Snapshot; | 
 |     mFrameStarted = false; | 
 |     mCountOverdraw = false; | 
 |  | 
 |     mScissorOptimizationDisabled = false; | 
 | } | 
 |  | 
 | OpenGLRenderer::~OpenGLRenderer() { | 
 |     // The context has already been destroyed at this point, do not call | 
 |     // GL APIs. All GL state should be kept in Caches.h | 
 | } | 
 |  | 
 | void OpenGLRenderer::initProperties() { | 
 |     char property[PROPERTY_VALUE_MAX]; | 
 |     if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { | 
 |         mScissorOptimizationDisabled = !strcasecmp(property, "true"); | 
 |         INIT_LOGD("  Scissor optimization %s", | 
 |                 mScissorOptimizationDisabled ? "disabled" : "enabled"); | 
 |     } else { | 
 |         INIT_LOGD("  Scissor optimization enabled"); | 
 |     } | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Setup | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::setName(const char* name) { | 
 |     if (name) { | 
 |         mName.setTo(name); | 
 |     } else { | 
 |         mName.clear(); | 
 |     } | 
 | } | 
 |  | 
 | const char* OpenGLRenderer::getName() const { | 
 |     return mName.string(); | 
 | } | 
 |  | 
 | bool OpenGLRenderer::isDeferred() { | 
 |     return false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setViewport(int width, int height) { | 
 |     initViewport(width, height); | 
 |  | 
 |     glDisable(GL_DITHER); | 
 |     glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
 |  | 
 |     glEnableVertexAttribArray(Program::kBindingPosition); | 
 | } | 
 |  | 
 | void OpenGLRenderer::initViewport(int width, int height) { | 
 |     mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); | 
 |  | 
 |     mWidth = width; | 
 |     mHeight = height; | 
 |  | 
 |     mFirstSnapshot->height = height; | 
 |     mFirstSnapshot->viewport.set(0, 0, width, height); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupFrameState(float left, float top, | 
 |         float right, float bottom, bool opaque) { | 
 |     mCaches.clearGarbage(); | 
 |  | 
 |     mOpaque = opaque; | 
 |     mSnapshot = new Snapshot(mFirstSnapshot, | 
 |             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); | 
 |     mSnapshot->fbo = getTargetFbo(); | 
 |     mSaveCount = 1; | 
 |  | 
 |     mSnapshot->setClip(left, top, right, bottom); | 
 |     mTilingClip.set(left, top, right, bottom); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::startFrame() { | 
 |     if (mFrameStarted) return DrawGlInfo::kStatusDone; | 
 |     mFrameStarted = true; | 
 |  | 
 |     mDirtyClip = true; | 
 |  | 
 |     discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); | 
 |  | 
 |     glViewport(0, 0, mWidth, mHeight); | 
 |  | 
 |     // Functors break the tiling extension in pretty spectacular ways | 
 |     // This ensures we don't use tiling when a functor is going to be | 
 |     // invoked during the frame | 
 |     mSuppressTiling = mCaches.hasRegisteredFunctors(); | 
 |  | 
 |     startTiling(mSnapshot, true); | 
 |  | 
 |     debugOverdraw(true, true); | 
 |  | 
 |     return clear(mTilingClip.left, mTilingClip.top, | 
 |             mTilingClip.right, mTilingClip.bottom, mOpaque); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::prepare(bool opaque) { | 
 |     return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::prepareDirty(float left, float top, | 
 |         float right, float bottom, bool opaque) { | 
 |  | 
 |     setupFrameState(left, top, right, bottom, opaque); | 
 |  | 
 |     // Layer renderers will start the frame immediately | 
 |     // The framebuffer renderer will first defer the display list | 
 |     // for each layer and wait until the first drawing command | 
 |     // to start the frame | 
 |     if (mSnapshot->fbo == 0) { | 
 |         syncState(); | 
 |         updateLayers(); | 
 |     } else { | 
 |         return startFrame(); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDone; | 
 | } | 
 |  | 
 | void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { | 
 |     // If we know that we are going to redraw the entire framebuffer, | 
 |     // perform a discard to let the driver know we don't need to preserve | 
 |     // the back buffer for this frame. | 
 |     if (mExtensions.hasDiscardFramebuffer() && | 
 |             left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { | 
 |         const bool isFbo = getTargetFbo() == 0; | 
 |         const GLenum attachments[] = { | 
 |                 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, | 
 |                 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; | 
 |         glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); | 
 |     } | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { | 
 |     if (!opaque || mCountOverdraw) { | 
 |         mCaches.enableScissor(); | 
 |         mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); | 
 |         glClear(GL_COLOR_BUFFER_BIT); | 
 |         return DrawGlInfo::kStatusDrew; | 
 |     } | 
 |  | 
 |     mCaches.resetScissor(); | 
 |     return DrawGlInfo::kStatusDone; | 
 | } | 
 |  | 
 | void OpenGLRenderer::syncState() { | 
 |     if (mCaches.blend) { | 
 |         glEnable(GL_BLEND); | 
 |     } else { | 
 |         glDisable(GL_BLEND); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { | 
 |     if (!mSuppressTiling) { | 
 |         Rect* clip = &mTilingClip; | 
 |         if (s->flags & Snapshot::kFlagFboTarget) { | 
 |             clip = &(s->layer->clipRect); | 
 |         } | 
 |  | 
 |         startTiling(*clip, s->height, opaque); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { | 
 |     if (!mSuppressTiling) { | 
 |         mCaches.startTiling(clip.left, windowHeight - clip.bottom, | 
 |                 clip.right - clip.left, clip.bottom - clip.top, opaque); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::endTiling() { | 
 |     if (!mSuppressTiling) mCaches.endTiling(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::finish() { | 
 |     renderOverdraw(); | 
 |     endTiling(); | 
 |  | 
 |     // When finish() is invoked on FBO 0 we've reached the end | 
 |     // of the current frame | 
 |     if (getTargetFbo() == 0) { | 
 |         mCaches.pathCache.trim(); | 
 |     } | 
 |  | 
 |     if (!suppressErrorChecks()) { | 
 | #if DEBUG_OPENGL | 
 |         GLenum status = GL_NO_ERROR; | 
 |         while ((status = glGetError()) != GL_NO_ERROR) { | 
 |             ALOGD("GL error from OpenGLRenderer: 0x%x", status); | 
 |             switch (status) { | 
 |                 case GL_INVALID_ENUM: | 
 |                     ALOGE("  GL_INVALID_ENUM"); | 
 |                     break; | 
 |                 case GL_INVALID_VALUE: | 
 |                     ALOGE("  GL_INVALID_VALUE"); | 
 |                     break; | 
 |                 case GL_INVALID_OPERATION: | 
 |                     ALOGE("  GL_INVALID_OPERATION"); | 
 |                     break; | 
 |                 case GL_OUT_OF_MEMORY: | 
 |                     ALOGE("  Out of memory!"); | 
 |                     break; | 
 |             } | 
 |         } | 
 | #endif | 
 |  | 
 | #if DEBUG_MEMORY_USAGE | 
 |         mCaches.dumpMemoryUsage(); | 
 | #else | 
 |         if (mCaches.getDebugLevel() & kDebugMemory) { | 
 |             mCaches.dumpMemoryUsage(); | 
 |         } | 
 | #endif | 
 |     } | 
 |  | 
 |     if (mCountOverdraw) { | 
 |         countOverdraw(); | 
 |     } | 
 |  | 
 |     mFrameStarted = false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::interrupt() { | 
 |     if (mCaches.currentProgram) { | 
 |         if (mCaches.currentProgram->isInUse()) { | 
 |             mCaches.currentProgram->remove(); | 
 |             mCaches.currentProgram = NULL; | 
 |         } | 
 |     } | 
 |     mCaches.resetActiveTexture(); | 
 |     mCaches.unbindMeshBuffer(); | 
 |     mCaches.unbindIndicesBuffer(); | 
 |     mCaches.resetVertexPointers(); | 
 |     mCaches.disableTexCoordsVertexArray(); | 
 |     debugOverdraw(false, false); | 
 | } | 
 |  | 
 | void OpenGLRenderer::resume() { | 
 |     sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; | 
 |     glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); | 
 |     glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); | 
 |     debugOverdraw(true, false); | 
 |  | 
 |     glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
 |  | 
 |     mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); | 
 |     mCaches.enableScissor(); | 
 |     mCaches.resetScissor(); | 
 |     dirtyClip(); | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     mCaches.resetBoundTextures(); | 
 |  | 
 |     mCaches.blend = true; | 
 |     glEnable(GL_BLEND); | 
 |     glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); | 
 |     glBlendEquation(GL_FUNC_ADD); | 
 | } | 
 |  | 
 | void OpenGLRenderer::resumeAfterLayer() { | 
 |     sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; | 
 |     glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); | 
 |     glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); | 
 |     debugOverdraw(true, false); | 
 |  | 
 |     mCaches.resetScissor(); | 
 |     dirtyClip(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::detachFunctor(Functor* functor) { | 
 |     mFunctors.remove(functor); | 
 | } | 
 |  | 
 | void OpenGLRenderer::attachFunctor(Functor* functor) { | 
 |     mFunctors.add(functor); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { | 
 |     status_t result = DrawGlInfo::kStatusDone; | 
 |     size_t count = mFunctors.size(); | 
 |  | 
 |     if (count > 0) { | 
 |         interrupt(); | 
 |         SortedVector<Functor*> functors(mFunctors); | 
 |         mFunctors.clear(); | 
 |  | 
 |         DrawGlInfo info; | 
 |         info.clipLeft = 0; | 
 |         info.clipTop = 0; | 
 |         info.clipRight = 0; | 
 |         info.clipBottom = 0; | 
 |         info.isLayer = false; | 
 |         info.width = 0; | 
 |         info.height = 0; | 
 |         memset(info.transform, 0, sizeof(float) * 16); | 
 |  | 
 |         for (size_t i = 0; i < count; i++) { | 
 |             Functor* f = functors.itemAt(i); | 
 |             result |= (*f)(DrawGlInfo::kModeProcess, &info); | 
 |  | 
 |             if (result & DrawGlInfo::kStatusDraw) { | 
 |                 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); | 
 |                 dirty.unionWith(localDirty); | 
 |             } | 
 |  | 
 |             if (result & DrawGlInfo::kStatusInvoke) { | 
 |                 mFunctors.add(f); | 
 |             } | 
 |         } | 
 |         resume(); | 
 |     } | 
 |  | 
 |     return result; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { | 
 |     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     detachFunctor(functor); | 
 |  | 
 |  | 
 |     Rect clip(*mSnapshot->clipRect); | 
 |     clip.snapToPixelBoundaries(); | 
 |  | 
 |     // Since we don't know what the functor will draw, let's dirty | 
 |     // tne entire clip region | 
 |     if (hasLayer()) { | 
 |         dirtyLayerUnchecked(clip, getRegion()); | 
 |     } | 
 |  | 
 |     DrawGlInfo info; | 
 |     info.clipLeft = clip.left; | 
 |     info.clipTop = clip.top; | 
 |     info.clipRight = clip.right; | 
 |     info.clipBottom = clip.bottom; | 
 |     info.isLayer = hasLayer(); | 
 |     info.width = getSnapshot()->viewport.getWidth(); | 
 |     info.height = getSnapshot()->height; | 
 |     getSnapshot()->transform->copyTo(&info.transform[0]); | 
 |  | 
 |     bool dirtyClip = mDirtyClip; | 
 |     // setup GL state for functor | 
 |     if (mDirtyClip) { | 
 |         setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() | 
 |     } | 
 |     if (mCaches.enableScissor() || dirtyClip) { | 
 |         setScissorFromClip(); | 
 |     } | 
 |     interrupt(); | 
 |  | 
 |     // call functor immediately after GL state setup | 
 |     status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); | 
 |  | 
 |     if (result != DrawGlInfo::kStatusDone) { | 
 |         Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); | 
 |         dirty.unionWith(localDirty); | 
 |  | 
 |         if (result & DrawGlInfo::kStatusInvoke) { | 
 |             mFunctors.add(functor); | 
 |         } | 
 |     } | 
 |  | 
 |     resume(); | 
 |     return result | DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Debug | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::eventMark(const char* name) const { | 
 |     mCaches.eventMark(0, name); | 
 | } | 
 |  | 
 | void OpenGLRenderer::startMark(const char* name) const { | 
 |     mCaches.startMark(0, name); | 
 | } | 
 |  | 
 | void OpenGLRenderer::endMark() const { | 
 |     mCaches.endMark(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { | 
 |     if (mCaches.debugOverdraw && getTargetFbo() == 0) { | 
 |         if (clear) { | 
 |             mCaches.disableScissor(); | 
 |             mCaches.stencil.clear(); | 
 |         } | 
 |         if (enable) { | 
 |             mCaches.stencil.enableDebugWrite(); | 
 |         } else { | 
 |             mCaches.stencil.disable(); | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::renderOverdraw() { | 
 |     if (mCaches.debugOverdraw && getTargetFbo() == 0) { | 
 |         const Rect* clip = &mTilingClip; | 
 |  | 
 |         mCaches.enableScissor(); | 
 |         mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, | 
 |                 clip->right - clip->left, clip->bottom - clip->top); | 
 |  | 
 |         // 1x overdraw | 
 |         mCaches.stencil.enableDebugTest(2); | 
 |         drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); | 
 |  | 
 |         // 2x overdraw | 
 |         mCaches.stencil.enableDebugTest(3); | 
 |         drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); | 
 |  | 
 |         // 3x overdraw | 
 |         mCaches.stencil.enableDebugTest(4); | 
 |         drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); | 
 |  | 
 |         // 4x overdraw and higher | 
 |         mCaches.stencil.enableDebugTest(4, true); | 
 |         drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); | 
 |  | 
 |         mCaches.stencil.disable(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::countOverdraw() { | 
 |     size_t count = mWidth * mHeight; | 
 |     uint32_t* buffer = new uint32_t[count]; | 
 |     glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); | 
 |  | 
 |     size_t total = 0; | 
 |     for (size_t i = 0; i < count; i++) { | 
 |         total += buffer[i] & 0xff; | 
 |     } | 
 |  | 
 |     mOverdraw = total / float(count); | 
 |  | 
 |     delete[] buffer; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Layers | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { | 
 |     if (layer->deferredUpdateScheduled && layer->renderer && | 
 |             layer->displayList && layer->displayList->isRenderable()) { | 
 |         ATRACE_CALL(); | 
 |  | 
 |         Rect& dirty = layer->dirtyRect; | 
 |  | 
 |         if (inFrame) { | 
 |             endTiling(); | 
 |             debugOverdraw(false, false); | 
 |         } | 
 |  | 
 |         if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { | 
 |             layer->render(); | 
 |         } else { | 
 |             layer->defer(); | 
 |         } | 
 |  | 
 |         if (inFrame) { | 
 |             resumeAfterLayer(); | 
 |             startTiling(mSnapshot); | 
 |         } | 
 |  | 
 |         layer->debugDrawUpdate = mCaches.debugLayersUpdates; | 
 |         layer->hasDrawnSinceUpdate = false; | 
 |  | 
 |         return true; | 
 |     } | 
 |  | 
 |     return false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::updateLayers() { | 
 |     // If draw deferring is enabled this method will simply defer | 
 |     // the display list of each individual layer. The layers remain | 
 |     // in the layer updates list which will be cleared by flushLayers(). | 
 |     int count = mLayerUpdates.size(); | 
 |     if (count > 0) { | 
 |         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { | 
 |             startMark("Layer Updates"); | 
 |         } else { | 
 |             startMark("Defer Layer Updates"); | 
 |         } | 
 |  | 
 |         // Note: it is very important to update the layers in order | 
 |         for (int i = 0; i < count; i++) { | 
 |             Layer* layer = mLayerUpdates.itemAt(i); | 
 |             updateLayer(layer, false); | 
 |             if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { | 
 |                 mCaches.resourceCache.decrementRefcount(layer); | 
 |             } | 
 |         } | 
 |  | 
 |         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { | 
 |             mLayerUpdates.clear(); | 
 |             glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); | 
 |         } | 
 |         endMark(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::flushLayers() { | 
 |     int count = mLayerUpdates.size(); | 
 |     if (count > 0) { | 
 |         startMark("Apply Layer Updates"); | 
 |         char layerName[12]; | 
 |  | 
 |         // Note: it is very important to update the layers in order | 
 |         for (int i = 0; i < count; i++) { | 
 |             sprintf(layerName, "Layer #%d", i); | 
 |             startMark(layerName); | 
 |  | 
 |             ATRACE_BEGIN("flushLayer"); | 
 |             Layer* layer = mLayerUpdates.itemAt(i); | 
 |             layer->flush(); | 
 |             ATRACE_END(); | 
 |  | 
 |             mCaches.resourceCache.decrementRefcount(layer); | 
 |  | 
 |             endMark(); | 
 |         } | 
 |  | 
 |         mLayerUpdates.clear(); | 
 |         glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); | 
 |  | 
 |         endMark(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::pushLayerUpdate(Layer* layer) { | 
 |     if (layer) { | 
 |         // Make sure we don't introduce duplicates. | 
 |         // SortedVector would do this automatically but we need to respect | 
 |         // the insertion order. The linear search is not an issue since | 
 |         // this list is usually very short (typically one item, at most a few) | 
 |         for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { | 
 |             if (mLayerUpdates.itemAt(i) == layer) { | 
 |                 return; | 
 |             } | 
 |         } | 
 |         mLayerUpdates.push_back(layer); | 
 |         mCaches.resourceCache.incrementRefcount(layer); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { | 
 |     if (layer) { | 
 |         for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { | 
 |             if (mLayerUpdates.itemAt(i) == layer) { | 
 |                 mLayerUpdates.removeAt(i); | 
 |                 mCaches.resourceCache.decrementRefcount(layer); | 
 |                 break; | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::clearLayerUpdates() { | 
 |     size_t count = mLayerUpdates.size(); | 
 |     if (count > 0) { | 
 |         mCaches.resourceCache.lock(); | 
 |         for (size_t i = 0; i < count; i++) { | 
 |             mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); | 
 |         } | 
 |         mCaches.resourceCache.unlock(); | 
 |         mLayerUpdates.clear(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::flushLayerUpdates() { | 
 |     syncState(); | 
 |     updateLayers(); | 
 |     flushLayers(); | 
 |     // Wait for all the layer updates to be executed | 
 |     AutoFence fence; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // State management | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | int OpenGLRenderer::getSaveCount() const { | 
 |     return mSaveCount; | 
 | } | 
 |  | 
 | int OpenGLRenderer::save(int flags) { | 
 |     return saveSnapshot(flags); | 
 | } | 
 |  | 
 | void OpenGLRenderer::restore() { | 
 |     if (mSaveCount > 1) { | 
 |         restoreSnapshot(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::restoreToCount(int saveCount) { | 
 |     if (saveCount < 1) saveCount = 1; | 
 |  | 
 |     while (mSaveCount > saveCount) { | 
 |         restoreSnapshot(); | 
 |     } | 
 | } | 
 |  | 
 | int OpenGLRenderer::saveSnapshot(int flags) { | 
 |     mSnapshot = new Snapshot(mSnapshot, flags); | 
 |     return mSaveCount++; | 
 | } | 
 |  | 
 | bool OpenGLRenderer::restoreSnapshot() { | 
 |     bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; | 
 |     bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; | 
 |     bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; | 
 |  | 
 |     sp<Snapshot> current = mSnapshot; | 
 |     sp<Snapshot> previous = mSnapshot->previous; | 
 |  | 
 |     if (restoreOrtho) { | 
 |         Rect& r = previous->viewport; | 
 |         glViewport(r.left, r.top, r.right, r.bottom); | 
 |         mOrthoMatrix.load(current->orthoMatrix); | 
 |     } | 
 |  | 
 |     mSaveCount--; | 
 |     mSnapshot = previous; | 
 |  | 
 |     if (restoreClip) { | 
 |         dirtyClip(); | 
 |     } | 
 |  | 
 |     if (restoreLayer) { | 
 |         endMark(); // Savelayer | 
 |         startMark("ComposeLayer"); | 
 |         composeLayer(current, previous); | 
 |         endMark(); | 
 |     } | 
 |  | 
 |     return restoreClip; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Layers | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, | 
 |         int alpha, SkXfermode::Mode mode, int flags) { | 
 |     const GLuint previousFbo = mSnapshot->fbo; | 
 |     const int count = saveSnapshot(flags); | 
 |  | 
 |     if (!mSnapshot->isIgnored()) { | 
 |         createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); | 
 |     } | 
 |  | 
 |     return count; | 
 | } | 
 |  | 
 | void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { | 
 |     const Rect untransformedBounds(bounds); | 
 |  | 
 |     currentTransform().mapRect(bounds); | 
 |  | 
 |     // Layers only make sense if they are in the framebuffer's bounds | 
 |     if (bounds.intersect(*mSnapshot->clipRect)) { | 
 |         // We cannot work with sub-pixels in this case | 
 |         bounds.snapToPixelBoundaries(); | 
 |  | 
 |         // When the layer is not an FBO, we may use glCopyTexImage so we | 
 |         // need to make sure the layer does not extend outside the bounds | 
 |         // of the framebuffer | 
 |         if (!bounds.intersect(mSnapshot->previous->viewport)) { | 
 |             bounds.setEmpty(); | 
 |         } else if (fboLayer) { | 
 |             clip.set(bounds); | 
 |             mat4 inverse; | 
 |             inverse.loadInverse(currentTransform()); | 
 |             inverse.mapRect(clip); | 
 |             clip.snapToPixelBoundaries(); | 
 |             if (clip.intersect(untransformedBounds)) { | 
 |                 clip.translate(-untransformedBounds.left, -untransformedBounds.top); | 
 |                 bounds.set(untransformedBounds); | 
 |             } else { | 
 |                 clip.setEmpty(); | 
 |             } | 
 |         } | 
 |     } else { | 
 |         bounds.setEmpty(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, | 
 |         bool fboLayer, int alpha) { | 
 |     if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || | 
 |             bounds.getHeight() > mCaches.maxTextureSize || | 
 |             (fboLayer && clip.isEmpty())) { | 
 |         mSnapshot->empty = fboLayer; | 
 |     } else { | 
 |         mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); | 
 |     } | 
 | } | 
 |  | 
 | int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, | 
 |         int alpha, SkXfermode::Mode mode, int flags) { | 
 |     const GLuint previousFbo = mSnapshot->fbo; | 
 |     const int count = saveSnapshot(flags); | 
 |  | 
 |     if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { | 
 |         // initialize the snapshot as though it almost represents an FBO layer so deferred draw | 
 |         // operations will be able to store and restore the current clip and transform info, and | 
 |         // quick rejection will be correct (for display lists) | 
 |  | 
 |         Rect bounds(left, top, right, bottom); | 
 |         Rect clip; | 
 |         calculateLayerBoundsAndClip(bounds, clip, true); | 
 |         updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); | 
 |  | 
 |         if (!mSnapshot->isIgnored()) { | 
 |             mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); | 
 |             mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); | 
 |             mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); | 
 |         } | 
 |     } | 
 |  | 
 |     return count; | 
 | } | 
 |  | 
 |  | 
 | /** | 
 |  * Layers are viewed by Skia are slightly different than layers in image editing | 
 |  * programs (for instance.) When a layer is created, previously created layers | 
 |  * and the frame buffer still receive every drawing command. For instance, if a | 
 |  * layer is created and a shape intersecting the bounds of the layers and the | 
 |  * framebuffer is draw, the shape will be drawn on both (unless the layer was | 
 |  * created with the SkCanvas::kClipToLayer_SaveFlag flag.) | 
 |  * | 
 |  * A way to implement layers is to create an FBO for each layer, backed by an RGBA | 
 |  * texture. Unfortunately, this is inefficient as it requires every primitive to | 
 |  * be drawn n + 1 times, where n is the number of active layers. In practice this | 
 |  * means, for every primitive: | 
 |  *   - Switch active frame buffer | 
 |  *   - Change viewport, clip and projection matrix | 
 |  *   - Issue the drawing | 
 |  * | 
 |  * Switching rendering target n + 1 times per drawn primitive is extremely costly. | 
 |  * To avoid this, layers are implemented in a different way here, at least in the | 
 |  * general case. FBOs are used, as an optimization, when the "clip to layer" flag | 
 |  * is set. When this flag is set we can redirect all drawing operations into a | 
 |  * single FBO. | 
 |  * | 
 |  * This implementation relies on the frame buffer being at least RGBA 8888. When | 
 |  * a layer is created, only a texture is created, not an FBO. The content of the | 
 |  * frame buffer contained within the layer's bounds is copied into this texture | 
 |  * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame | 
 |  * buffer and drawing continues as normal. This technique therefore treats the | 
 |  * frame buffer as a scratch buffer for the layers. | 
 |  * | 
 |  * To compose the layers back onto the frame buffer, each layer texture | 
 |  * (containing the original frame buffer data) is drawn as a simple quad over | 
 |  * the frame buffer. The trick is that the quad is set as the composition | 
 |  * destination in the blending equation, and the frame buffer becomes the source | 
 |  * of the composition. | 
 |  * | 
 |  * Drawing layers with an alpha value requires an extra step before composition. | 
 |  * An empty quad is drawn over the layer's region in the frame buffer. This quad | 
 |  * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the | 
 |  * quad is used to multiply the colors in the frame buffer. This is achieved by | 
 |  * changing the GL blend functions for the GL_FUNC_ADD blend equation to | 
 |  * GL_ZERO, GL_SRC_ALPHA. | 
 |  * | 
 |  * Because glCopyTexImage2D() can be slow, an alternative implementation might | 
 |  * be use to draw a single clipped layer. The implementation described above | 
 |  * is correct in every case. | 
 |  * | 
 |  * (1) The frame buffer is actually not cleared right away. To allow the GPU | 
 |  *     to potentially optimize series of calls to glCopyTexImage2D, the frame | 
 |  *     buffer is left untouched until the first drawing operation. Only when | 
 |  *     something actually gets drawn are the layers regions cleared. | 
 |  */ | 
 | bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, | 
 |         int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { | 
 |     LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); | 
 |     LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); | 
 |  | 
 |     const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; | 
 |  | 
 |     // Window coordinates of the layer | 
 |     Rect clip; | 
 |     Rect bounds(left, top, right, bottom); | 
 |     calculateLayerBoundsAndClip(bounds, clip, fboLayer); | 
 |     updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); | 
 |  | 
 |     // Bail out if we won't draw in this snapshot | 
 |     if (mSnapshot->isIgnored()) { | 
 |         return false; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); | 
 |     if (!layer) { | 
 |         return false; | 
 |     } | 
 |  | 
 |     layer->setAlpha(alpha, mode); | 
 |     layer->layer.set(bounds); | 
 |     layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), | 
 |             bounds.getWidth() / float(layer->getWidth()), 0.0f); | 
 |     layer->setColorFilter(mDrawModifiers.mColorFilter); | 
 |     layer->setBlend(true); | 
 |     layer->setDirty(false); | 
 |  | 
 |     // Save the layer in the snapshot | 
 |     mSnapshot->flags |= Snapshot::kFlagIsLayer; | 
 |     mSnapshot->layer = layer; | 
 |  | 
 |     startMark("SaveLayer"); | 
 |     if (fboLayer) { | 
 |         return createFboLayer(layer, bounds, clip, previousFbo); | 
 |     } else { | 
 |         // Copy the framebuffer into the layer | 
 |         layer->bindTexture(); | 
 |         if (!bounds.isEmpty()) { | 
 |             if (layer->isEmpty()) { | 
 |                 // Workaround for some GL drivers. When reading pixels lying outside | 
 |                 // of the window we should get undefined values for those pixels. | 
 |                 // Unfortunately some drivers will turn the entire target texture black | 
 |                 // when reading outside of the window. | 
 |                 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), | 
 |                         0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | 
 |                 layer->setEmpty(false); | 
 |             } | 
 |  | 
 |             glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, | 
 |                     mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); | 
 |  | 
 |             // Enqueue the buffer coordinates to clear the corresponding region later | 
 |             mLayers.push(new Rect(bounds)); | 
 |         } | 
 |     } | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { | 
 |     layer->clipRect.set(clip); | 
 |     layer->setFbo(mCaches.fboCache.get()); | 
 |  | 
 |     mSnapshot->region = &mSnapshot->layer->region; | 
 |     mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | | 
 |             Snapshot::kFlagDirtyOrtho; | 
 |     mSnapshot->fbo = layer->getFbo(); | 
 |     mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); | 
 |     mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); | 
 |     mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); | 
 |     mSnapshot->height = bounds.getHeight(); | 
 |     mSnapshot->orthoMatrix.load(mOrthoMatrix); | 
 |  | 
 |     endTiling(); | 
 |     debugOverdraw(false, false); | 
 |     // Bind texture to FBO | 
 |     glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); | 
 |     layer->bindTexture(); | 
 |  | 
 |     // Initialize the texture if needed | 
 |     if (layer->isEmpty()) { | 
 |         layer->allocateTexture(); | 
 |         layer->setEmpty(false); | 
 |     } | 
 |  | 
 |     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | 
 |             layer->getTexture(), 0); | 
 |  | 
 |     startTiling(mSnapshot, true); | 
 |  | 
 |     // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering | 
 |     mCaches.enableScissor(); | 
 |     mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, | 
 |             clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); | 
 |     glClear(GL_COLOR_BUFFER_BIT); | 
 |  | 
 |     dirtyClip(); | 
 |  | 
 |     // Change the ortho projection | 
 |     glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); | 
 |     mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | /** | 
 |  * Read the documentation of createLayer() before doing anything in this method. | 
 |  */ | 
 | void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { | 
 |     if (!current->layer) { | 
 |         ALOGE("Attempting to compose a layer that does not exist"); | 
 |         return; | 
 |     } | 
 |  | 
 |     Layer* layer = current->layer; | 
 |     const Rect& rect = layer->layer; | 
 |     const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; | 
 |  | 
 |     bool clipRequired = false; | 
 |     quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected | 
 |     mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); | 
 |  | 
 |     if (fboLayer) { | 
 |         endTiling(); | 
 |  | 
 |         // Detach the texture from the FBO | 
 |         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); | 
 |  | 
 |         layer->removeFbo(false); | 
 |  | 
 |         // Unbind current FBO and restore previous one | 
 |         glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); | 
 |         debugOverdraw(true, false); | 
 |  | 
 |         startTiling(previous); | 
 |     } | 
 |  | 
 |     if (!fboLayer && layer->getAlpha() < 255) { | 
 |         drawColorRect(rect.left, rect.top, rect.right, rect.bottom, | 
 |                 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); | 
 |         // Required below, composeLayerRect() will divide by 255 | 
 |         layer->setAlpha(255); | 
 |     } | 
 |  | 
 |     mCaches.unbindMeshBuffer(); | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |  | 
 |     // When the layer is stored in an FBO, we can save a bit of fillrate by | 
 |     // drawing only the dirty region | 
 |     if (fboLayer) { | 
 |         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); | 
 |         if (layer->getColorFilter()) { | 
 |             setupColorFilter(layer->getColorFilter()); | 
 |         } | 
 |         composeLayerRegion(layer, rect); | 
 |         if (layer->getColorFilter()) { | 
 |             resetColorFilter(); | 
 |         } | 
 |     } else if (!rect.isEmpty()) { | 
 |         dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); | 
 |         composeLayerRect(layer, rect, true); | 
 |     } | 
 |  | 
 |     dirtyClip(); | 
 |  | 
 |     // Failing to add the layer to the cache should happen only if the layer is too large | 
 |     if (!mCaches.layerCache.put(layer)) { | 
 |         LAYER_LOGD("Deleting layer"); | 
 |         Caches::getInstance().resourceCache.decrementRefcount(layer); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { | 
 |     float alpha = getLayerAlpha(layer); | 
 |  | 
 |     setupDraw(); | 
 |     if (layer->getRenderTarget() == GL_TEXTURE_2D) { | 
 |         setupDrawWithTexture(); | 
 |     } else { | 
 |         setupDrawWithExternalTexture(); | 
 |     } | 
 |     setupDrawTextureTransform(); | 
 |     setupDrawColor(alpha, alpha, alpha, alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); | 
 |     setupDrawProgram(); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     if (layer->getRenderTarget() == GL_TEXTURE_2D) { | 
 |         setupDrawTexture(layer->getTexture()); | 
 |     } else { | 
 |         setupDrawExternalTexture(layer->getTexture()); | 
 |     } | 
 |     if (currentTransform().isPureTranslate() && | 
 |             layer->getWidth() == (uint32_t) rect.getWidth() && | 
 |             layer->getHeight() == (uint32_t) rect.getHeight()) { | 
 |         const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); | 
 |         const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |         layer->setFilter(GL_NEAREST); | 
 |         setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); | 
 |     } else { | 
 |         layer->setFilter(GL_LINEAR); | 
 |         setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); | 
 |     } | 
 |     setupDrawTextureTransformUniforms(layer->getTexTransform()); | 
 |     setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); | 
 |  | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); | 
 | } | 
 |  | 
 | void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { | 
 |     if (!layer->isTextureLayer()) { | 
 |         const Rect& texCoords = layer->texCoords; | 
 |         resetDrawTextureTexCoords(texCoords.left, texCoords.top, | 
 |                 texCoords.right, texCoords.bottom); | 
 |  | 
 |         float x = rect.left; | 
 |         float y = rect.top; | 
 |         bool simpleTransform = currentTransform().isPureTranslate() && | 
 |                 layer->getWidth() == (uint32_t) rect.getWidth() && | 
 |                 layer->getHeight() == (uint32_t) rect.getHeight(); | 
 |  | 
 |         if (simpleTransform) { | 
 |             // When we're swapping, the layer is already in screen coordinates | 
 |             if (!swap) { | 
 |                 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); | 
 |                 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); | 
 |             } | 
 |  | 
 |             layer->setFilter(GL_NEAREST, true); | 
 |         } else { | 
 |             layer->setFilter(GL_LINEAR, true); | 
 |         } | 
 |  | 
 |         float alpha = getLayerAlpha(layer); | 
 |         bool blend = layer->isBlend() || alpha < 1.0f; | 
 |         drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), | 
 |                 layer->getTexture(), alpha, layer->getMode(), blend, | 
 |                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], | 
 |                 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); | 
 |  | 
 |         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); | 
 |     } else { | 
 |         resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); | 
 |         drawTextureLayer(layer, rect); | 
 |         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); | 
 |     } | 
 | } | 
 |  | 
 | /** | 
 |  * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated | 
 |  * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw | 
 |  * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used | 
 |  * by saveLayer's restore | 
 |  */ | 
 | #define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) {                             \ | 
 |         DRAW_COMMAND;                                                            \ | 
 |         if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ | 
 |             glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);                 \ | 
 |             DRAW_COMMAND;                                                        \ | 
 |             glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);                     \ | 
 |         }                                                                        \ | 
 |     } | 
 |  | 
 | #define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) | 
 |  | 
 | void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { | 
 |     if (layer->region.isRect()) { | 
 |         layer->setRegionAsRect(); | 
 |  | 
 |         DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); | 
 |  | 
 |         layer->region.clear(); | 
 |         return; | 
 |     } | 
 |  | 
 |     if (CC_LIKELY(!layer->region.isEmpty())) { | 
 |         size_t count; | 
 |         const android::Rect* rects; | 
 |         Region safeRegion; | 
 |         if (CC_LIKELY(hasRectToRectTransform())) { | 
 |             rects = layer->region.getArray(&count); | 
 |         } else { | 
 |             safeRegion = Region::createTJunctionFreeRegion(layer->region); | 
 |             rects = safeRegion.getArray(&count); | 
 |         } | 
 |  | 
 |         const float alpha = getLayerAlpha(layer); | 
 |         const float texX = 1.0f / float(layer->getWidth()); | 
 |         const float texY = 1.0f / float(layer->getHeight()); | 
 |         const float height = rect.getHeight(); | 
 |  | 
 |         setupDraw(); | 
 |  | 
 |         // We must get (and therefore bind) the region mesh buffer | 
 |         // after we setup drawing in case we need to mess with the | 
 |         // stencil buffer in setupDraw() | 
 |         TextureVertex* mesh = mCaches.getRegionMesh(); | 
 |         uint32_t numQuads = 0; | 
 |  | 
 |         setupDrawWithTexture(); | 
 |         setupDrawColor(alpha, alpha, alpha, alpha); | 
 |         setupDrawColorFilter(); | 
 |         setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); | 
 |         setupDrawProgram(); | 
 |         setupDrawDirtyRegionsDisabled(); | 
 |         setupDrawPureColorUniforms(); | 
 |         setupDrawColorFilterUniforms(); | 
 |         setupDrawTexture(layer->getTexture()); | 
 |         if (currentTransform().isPureTranslate()) { | 
 |             const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); | 
 |             const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |             layer->setFilter(GL_NEAREST); | 
 |             setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); | 
 |         } else { | 
 |             layer->setFilter(GL_LINEAR); | 
 |             setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); | 
 |         } | 
 |         setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); | 
 |  | 
 |         for (size_t i = 0; i < count; i++) { | 
 |             const android::Rect* r = &rects[i]; | 
 |  | 
 |             const float u1 = r->left * texX; | 
 |             const float v1 = (height - r->top) * texY; | 
 |             const float u2 = r->right * texX; | 
 |             const float v2 = (height - r->bottom) * texY; | 
 |  | 
 |             // TODO: Reject quads outside of the clip | 
 |             TextureVertex::set(mesh++, r->left, r->top, u1, v1); | 
 |             TextureVertex::set(mesh++, r->right, r->top, u2, v1); | 
 |             TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); | 
 |             TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); | 
 |  | 
 |             numQuads++; | 
 |  | 
 |             if (numQuads >= gMaxNumberOfQuads) { | 
 |                 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, | 
 |                                 GL_UNSIGNED_SHORT, NULL)); | 
 |                 numQuads = 0; | 
 |                 mesh = mCaches.getRegionMesh(); | 
 |             } | 
 |         } | 
 |  | 
 |         if (numQuads > 0) { | 
 |             DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, | 
 |                             GL_UNSIGNED_SHORT, NULL)); | 
 |         } | 
 |  | 
 | #if DEBUG_LAYERS_AS_REGIONS | 
 |         drawRegionRects(layer->region); | 
 | #endif | 
 |  | 
 |         layer->region.clear(); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawRegionRects(const Region& region) { | 
 | #if DEBUG_LAYERS_AS_REGIONS | 
 |     size_t count; | 
 |     const android::Rect* rects = region.getArray(&count); | 
 |  | 
 |     uint32_t colors[] = { | 
 |             0x7fff0000, 0x7f00ff00, | 
 |             0x7f0000ff, 0x7fff00ff, | 
 |     }; | 
 |  | 
 |     int offset = 0; | 
 |     int32_t top = rects[0].top; | 
 |  | 
 |     for (size_t i = 0; i < count; i++) { | 
 |         if (top != rects[i].top) { | 
 |             offset ^= 0x2; | 
 |             top = rects[i].top; | 
 |         } | 
 |  | 
 |         Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); | 
 |         drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], | 
 |                 SkXfermode::kSrcOver_Mode); | 
 |     } | 
 | #endif | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, | 
 |         SkXfermode::Mode mode, bool dirty) { | 
 |     Vector<float> rects; | 
 |  | 
 |     SkRegion::Iterator it(region); | 
 |     while (!it.done()) { | 
 |         const SkIRect& r = it.rect(); | 
 |         rects.push(r.fLeft); | 
 |         rects.push(r.fTop); | 
 |         rects.push(r.fRight); | 
 |         rects.push(r.fBottom); | 
 |         it.next(); | 
 |     } | 
 |  | 
 |     drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); | 
 | } | 
 |  | 
 | void OpenGLRenderer::dirtyLayer(const float left, const float top, | 
 |         const float right, const float bottom, const mat4 transform) { | 
 |     if (hasLayer()) { | 
 |         Rect bounds(left, top, right, bottom); | 
 |         transform.mapRect(bounds); | 
 |         dirtyLayerUnchecked(bounds, getRegion()); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::dirtyLayer(const float left, const float top, | 
 |         const float right, const float bottom) { | 
 |     if (hasLayer()) { | 
 |         Rect bounds(left, top, right, bottom); | 
 |         dirtyLayerUnchecked(bounds, getRegion()); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { | 
 |     if (bounds.intersect(*mSnapshot->clipRect)) { | 
 |         bounds.snapToPixelBoundaries(); | 
 |         android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); | 
 |         if (!dirty.isEmpty()) { | 
 |             region->orSelf(dirty); | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { | 
 |     GLsizei elementsCount = quadsCount * 6; | 
 |     while (elementsCount > 0) { | 
 |         GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); | 
 |  | 
 |         setupDrawIndexedVertices(&mesh[0].position[0]); | 
 |         glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); | 
 |  | 
 |         elementsCount -= drawCount; | 
 |         // Though there are 4 vertices in a quad, we use 6 indices per | 
 |         // quad to draw with GL_TRIANGLES | 
 |         mesh += (drawCount / 6) * 4; | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::clearLayerRegions() { | 
 |     const size_t count = mLayers.size(); | 
 |     if (count == 0) return; | 
 |  | 
 |     if (!mSnapshot->isIgnored()) { | 
 |         // Doing several glScissor/glClear here can negatively impact | 
 |         // GPUs with a tiler architecture, instead we draw quads with | 
 |         // the Clear blending mode | 
 |  | 
 |         // The list contains bounds that have already been clipped | 
 |         // against their initial clip rect, and the current clip | 
 |         // is likely different so we need to disable clipping here | 
 |         bool scissorChanged = mCaches.disableScissor(); | 
 |  | 
 |         Vertex mesh[count * 4]; | 
 |         Vertex* vertex = mesh; | 
 |  | 
 |         for (uint32_t i = 0; i < count; i++) { | 
 |             Rect* bounds = mLayers.itemAt(i); | 
 |  | 
 |             Vertex::set(vertex++, bounds->left, bounds->top); | 
 |             Vertex::set(vertex++, bounds->right, bounds->top); | 
 |             Vertex::set(vertex++, bounds->left, bounds->bottom); | 
 |             Vertex::set(vertex++, bounds->right, bounds->bottom); | 
 |  | 
 |             delete bounds; | 
 |         } | 
 |         // We must clear the list of dirty rects before we | 
 |         // call setupDraw() to prevent stencil setup to do | 
 |         // the same thing again | 
 |         mLayers.clear(); | 
 |  | 
 |         setupDraw(false); | 
 |         setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); | 
 |         setupDrawBlending(true, SkXfermode::kClear_Mode); | 
 |         setupDrawProgram(); | 
 |         setupDrawPureColorUniforms(); | 
 |         setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); | 
 |  | 
 |         drawIndexedQuads(&mesh[0], count); | 
 |  | 
 |         if (scissorChanged) mCaches.enableScissor(); | 
 |     } else { | 
 |         for (uint32_t i = 0; i < count; i++) { | 
 |             delete mLayers.itemAt(i); | 
 |         } | 
 |         mLayers.clear(); | 
 |     } | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // State Deferral | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { | 
 |     const Rect& currentClip = *(mSnapshot->clipRect); | 
 |     const mat4& currentMatrix = *(mSnapshot->transform); | 
 |  | 
 |     if (stateDeferFlags & kStateDeferFlag_Draw) { | 
 |         // state has bounds initialized in local coordinates | 
 |         if (!state.mBounds.isEmpty()) { | 
 |             currentMatrix.mapRect(state.mBounds); | 
 |             Rect clippedBounds(state.mBounds); | 
 |             // NOTE: if we ever want to use this clipping info to drive whether the scissor | 
 |             // is used, it should more closely duplicate the quickReject logic (in how it uses | 
 |             // snapToPixelBoundaries) | 
 |  | 
 |             if(!clippedBounds.intersect(currentClip)) { | 
 |                 // quick rejected | 
 |                 return true; | 
 |             } | 
 |  | 
 |             state.mClipSideFlags = kClipSide_None; | 
 |             if (!currentClip.contains(state.mBounds)) { | 
 |                 int& flags = state.mClipSideFlags; | 
 |                 // op partially clipped, so record which sides are clipped for clip-aware merging | 
 |                 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; | 
 |                 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; | 
 |                 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; | 
 |                 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; | 
 |             } | 
 |             state.mBounds.set(clippedBounds); | 
 |         } else { | 
 |             // Empty bounds implies size unknown. Label op as conservatively clipped to disable | 
 |             // overdraw avoidance (since we don't know what it overlaps) | 
 |             state.mClipSideFlags = kClipSide_ConservativeFull; | 
 |             state.mBounds.set(currentClip); | 
 |         } | 
 |     } | 
 |  | 
 |     state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); | 
 |     if (state.mClipValid) { | 
 |         state.mClip.set(currentClip); | 
 |     } | 
 |  | 
 |     // Transform, drawModifiers, and alpha always deferred, since they are used by state operations | 
 |     // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) | 
 |     state.mMatrix.load(currentMatrix); | 
 |     state.mDrawModifiers = mDrawModifiers; | 
 |     state.mAlpha = mSnapshot->alpha; | 
 |     return false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { | 
 |     currentTransform().load(state.mMatrix); | 
 |     mDrawModifiers = state.mDrawModifiers; | 
 |     mSnapshot->alpha = state.mAlpha; | 
 |  | 
 |     if (state.mClipValid && !skipClipRestore) { | 
 |         mSnapshot->setClip(state.mClip.left, state.mClip.top, | 
 |                 state.mClip.right, state.mClip.bottom); | 
 |         dirtyClip(); | 
 |     } | 
 | } | 
 |  | 
 | /** | 
 |  * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done | 
 |  * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at | 
 |  * least one op is clipped), or disabled entirely (because no merged op is clipped) | 
 |  * | 
 |  * This method should be called when restoreDisplayState() won't be restoring the clip | 
 |  */ | 
 | void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { | 
 |     if (clipRect != NULL) { | 
 |         mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); | 
 |     } else { | 
 |         mSnapshot->setClip(0, 0, mWidth, mHeight); | 
 |     } | 
 |     dirtyClip(); | 
 |     mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Transforms | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::translate(float dx, float dy) { | 
 |     currentTransform().translate(dx, dy); | 
 | } | 
 |  | 
 | void OpenGLRenderer::rotate(float degrees) { | 
 |     currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); | 
 | } | 
 |  | 
 | void OpenGLRenderer::scale(float sx, float sy) { | 
 |     currentTransform().scale(sx, sy, 1.0f); | 
 | } | 
 |  | 
 | void OpenGLRenderer::skew(float sx, float sy) { | 
 |     currentTransform().skew(sx, sy); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setMatrix(SkMatrix* matrix) { | 
 |     if (matrix) { | 
 |         currentTransform().load(*matrix); | 
 |     } else { | 
 |         currentTransform().loadIdentity(); | 
 |     } | 
 | } | 
 |  | 
 | bool OpenGLRenderer::hasRectToRectTransform() { | 
 |     return CC_LIKELY(currentTransform().rectToRect()); | 
 | } | 
 |  | 
 | void OpenGLRenderer::getMatrix(SkMatrix* matrix) { | 
 |     currentTransform().copyTo(*matrix); | 
 | } | 
 |  | 
 | void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { | 
 |     SkMatrix transform; | 
 |     currentTransform().copyTo(transform); | 
 |     transform.preConcat(*matrix); | 
 |     currentTransform().load(transform); | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Clipping | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::setScissorFromClip() { | 
 |     Rect clip(*mSnapshot->clipRect); | 
 |     clip.snapToPixelBoundaries(); | 
 |  | 
 |     if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, | 
 |             clip.getWidth(), clip.getHeight())) { | 
 |         mDirtyClip = false; | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::ensureStencilBuffer() { | 
 |     // Thanks to the mismatch between EGL and OpenGL ES FBO we | 
 |     // cannot attach a stencil buffer to fbo0 dynamically. Let's | 
 |     // just hope we have one when hasLayer() returns false. | 
 |     if (hasLayer()) { | 
 |         attachStencilBufferToLayer(mSnapshot->layer); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { | 
 |     // The layer's FBO is already bound when we reach this stage | 
 |     if (!layer->getStencilRenderBuffer()) { | 
 |         // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer | 
 |         // is attached after we initiated tiling. We must turn it off, | 
 |         // attach the new render buffer then turn tiling back on | 
 |         endTiling(); | 
 |  | 
 |         RenderBuffer* buffer = mCaches.renderBufferCache.get( | 
 |                 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); | 
 |         layer->setStencilRenderBuffer(buffer); | 
 |  | 
 |         startTiling(layer->clipRect, layer->layer.getHeight()); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setStencilFromClip() { | 
 |     if (!mCaches.debugOverdraw) { | 
 |         if (!mSnapshot->clipRegion->isEmpty()) { | 
 |             // NOTE: The order here is important, we must set dirtyClip to false | 
 |             //       before any draw call to avoid calling back into this method | 
 |             mDirtyClip = false; | 
 |  | 
 |             ensureStencilBuffer(); | 
 |  | 
 |             mCaches.stencil.enableWrite(); | 
 |  | 
 |             // Clear the stencil but first make sure we restrict drawing | 
 |             // to the region's bounds | 
 |             bool resetScissor = mCaches.enableScissor(); | 
 |             if (resetScissor) { | 
 |                 // The scissor was not set so we now need to update it | 
 |                 setScissorFromClip(); | 
 |             } | 
 |             mCaches.stencil.clear(); | 
 |             if (resetScissor) mCaches.disableScissor(); | 
 |  | 
 |             // NOTE: We could use the region contour path to generate a smaller mesh | 
 |             //       Since we are using the stencil we could use the red book path | 
 |             //       drawing technique. It might increase bandwidth usage though. | 
 |  | 
 |             // The last parameter is important: we are not drawing in the color buffer | 
 |             // so we don't want to dirty the current layer, if any | 
 |             drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); | 
 |  | 
 |             mCaches.stencil.enableTest(); | 
 |  | 
 |             // Draw the region used to generate the stencil if the appropriate debug | 
 |             // mode is enabled | 
 |             if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { | 
 |                 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); | 
 |             } | 
 |         } else { | 
 |             mCaches.stencil.disable(); | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | const Rect& OpenGLRenderer::getClipBounds() { | 
 |     return mSnapshot->getLocalClip(); | 
 | } | 
 |  | 
 | bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, | 
 |         bool snapOut, bool* clipRequired) { | 
 |     if (mSnapshot->isIgnored() || bottom <= top || right <= left) { | 
 |         return true; | 
 |     } | 
 |  | 
 |     Rect r(left, top, right, bottom); | 
 |     currentTransform().mapRect(r); | 
 |     r.snapGeometryToPixelBoundaries(snapOut); | 
 |  | 
 |     Rect clipRect(*mSnapshot->clipRect); | 
 |     clipRect.snapToPixelBoundaries(); | 
 |  | 
 |     if (!clipRect.intersects(r)) return true; | 
 |  | 
 |     if (clipRequired) *clipRequired = !clipRect.contains(r); | 
 |     return false; | 
 | } | 
 |  | 
 | bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, | 
 |         SkPaint* paint) { | 
 |     // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out | 
 |     // the final mapped rect to ensure correct clipping behavior for the ramp. | 
 |     bool snapOut = paint->isAntiAlias(); | 
 |  | 
 |     if (paint->getStyle() != SkPaint::kFill_Style) { | 
 |         float outset = paint->getStrokeWidth() * 0.5f; | 
 |         return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); | 
 |     } else { | 
 |         return quickReject(left, top, right, bottom, snapOut); | 
 |     } | 
 | } | 
 |  | 
 | bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { | 
 |     bool clipRequired = false; | 
 |     if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { | 
 |         return true; | 
 |     } | 
 |  | 
 |     if (!isDeferred()) { | 
 |         mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); | 
 |     } | 
 |     return false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::debugClip() { | 
 | #if DEBUG_CLIP_REGIONS | 
 |     if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { | 
 |         drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); | 
 |     } | 
 | #endif | 
 | } | 
 |  | 
 | bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { | 
 |     if (CC_LIKELY(currentTransform().rectToRect())) { | 
 |         bool clipped = mSnapshot->clip(left, top, right, bottom, op); | 
 |         if (clipped) { | 
 |             dirtyClip(); | 
 |         } | 
 |         return !mSnapshot->clipRect->isEmpty(); | 
 |     } | 
 |  | 
 |     SkPath path; | 
 |     path.addRect(left, top, right, bottom); | 
 |  | 
 |     return OpenGLRenderer::clipPath(&path, op); | 
 | } | 
 |  | 
 | bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { | 
 |     SkMatrix transform; | 
 |     currentTransform().copyTo(transform); | 
 |  | 
 |     SkPath transformed; | 
 |     path->transform(transform, &transformed); | 
 |  | 
 |     SkRegion clip; | 
 |     if (!mSnapshot->previous->clipRegion->isEmpty()) { | 
 |         clip.setRegion(*mSnapshot->previous->clipRegion); | 
 |     } else { | 
 |         if (mSnapshot->previous == mFirstSnapshot) { | 
 |             clip.setRect(0, 0, mWidth, mHeight); | 
 |         } else { | 
 |             Rect* bounds = mSnapshot->previous->clipRect; | 
 |             clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); | 
 |         } | 
 |     } | 
 |  | 
 |     SkRegion region; | 
 |     region.setPath(transformed, clip); | 
 |  | 
 |     bool clipped = mSnapshot->clipRegionTransformed(region, op); | 
 |     if (clipped) { | 
 |         dirtyClip(); | 
 |     } | 
 |     return !mSnapshot->clipRect->isEmpty(); | 
 | } | 
 |  | 
 | bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { | 
 |     bool clipped = mSnapshot->clipRegionTransformed(*region, op); | 
 |     if (clipped) { | 
 |         dirtyClip(); | 
 |     } | 
 |     return !mSnapshot->clipRect->isEmpty(); | 
 | } | 
 |  | 
 | Rect* OpenGLRenderer::getClipRect() { | 
 |     return mSnapshot->clipRect; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Drawing commands | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::setupDraw(bool clear) { | 
 |     // TODO: It would be best if we could do this before quickReject() | 
 |     //       changes the scissor test state | 
 |     if (clear) clearLayerRegions(); | 
 |     // Make sure setScissor & setStencil happen at the beginning of | 
 |     // this method | 
 |     if (mDirtyClip) { | 
 |         if (mCaches.scissorEnabled) { | 
 |             setScissorFromClip(); | 
 |         } | 
 |         setStencilFromClip(); | 
 |     } | 
 |  | 
 |     mDescription.reset(); | 
 |  | 
 |     mSetShaderColor = false; | 
 |     mColorSet = false; | 
 |     mColorA = mColorR = mColorG = mColorB = 0.0f; | 
 |     mTextureUnit = 0; | 
 |     mTrackDirtyRegions = true; | 
 |  | 
 |     // Enable debug highlight when what we're about to draw is tested against | 
 |     // the stencil buffer and if stencil highlight debugging is on | 
 |     mDescription.hasDebugHighlight = !mCaches.debugOverdraw && | 
 |             mCaches.debugStencilClip == Caches::kStencilShowHighlight && | 
 |             mCaches.stencil.isTestEnabled(); | 
 |  | 
 |     mDescription.emulateStencil = mCountOverdraw; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { | 
 |     mDescription.hasTexture = true; | 
 |     mDescription.hasAlpha8Texture = isAlpha8; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { | 
 |     mDescription.hasTexture = true; | 
 |     mDescription.hasColors = true; | 
 |     mDescription.hasAlpha8Texture = isAlpha8; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawWithExternalTexture() { | 
 |     mDescription.hasExternalTexture = true; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawNoTexture() { | 
 |     mCaches.disableTexCoordsVertexArray(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawAA() { | 
 |     mDescription.isAA = true; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawColor(int color, int alpha) { | 
 |     mColorA = alpha / 255.0f; | 
 |     mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; | 
 |     mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f; | 
 |     mColorB = mColorA * ((color      ) & 0xFF) / 255.0f; | 
 |     mColorSet = true; | 
 |     mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { | 
 |     mColorA = alpha / 255.0f; | 
 |     mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; | 
 |     mColorG = mColorA * ((color >>  8) & 0xFF) / 255.0f; | 
 |     mColorB = mColorA * ((color      ) & 0xFF) / 255.0f; | 
 |     mColorSet = true; | 
 |     mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { | 
 |     mCaches.fontRenderer->describe(mDescription, paint); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { | 
 |     mColorA = a; | 
 |     mColorR = r; | 
 |     mColorG = g; | 
 |     mColorB = b; | 
 |     mColorSet = true; | 
 |     mSetShaderColor = mDescription.setColor(r, g, b, a); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawShader() { | 
 |     if (mDrawModifiers.mShader) { | 
 |         mDrawModifiers.mShader->describe(mDescription, mExtensions); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawColorFilter() { | 
 |     if (mDrawModifiers.mColorFilter) { | 
 |         mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { | 
 |     if (mColorSet && mode == SkXfermode::kClear_Mode) { | 
 |         mColorA = 1.0f; | 
 |         mColorR = mColorG = mColorB = 0.0f; | 
 |         mSetShaderColor = mDescription.modulate = true; | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { | 
 |     // When the blending mode is kClear_Mode, we need to use a modulate color | 
 |     // argb=1,0,0,0 | 
 |     accountForClear(mode); | 
 |     bool blend = (mColorSet && mColorA < 1.0f) || | 
 |             (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); | 
 |     chooseBlending(blend, mode, mDescription, swapSrcDst); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { | 
 |     // When the blending mode is kClear_Mode, we need to use a modulate color | 
 |     // argb=1,0,0,0 | 
 |     accountForClear(mode); | 
 |     blend |= (mColorSet && mColorA < 1.0f) || | 
 |             (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || | 
 |             (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); | 
 |     chooseBlending(blend, mode, mDescription, swapSrcDst); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawProgram() { | 
 |     useProgram(mCaches.programCache.get(mDescription)); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { | 
 |     mTrackDirtyRegions = false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, | 
 |         bool ignoreTransform) { | 
 |     mModelView.loadTranslate(left, top, 0.0f); | 
 |     if (!ignoreTransform) { | 
 |         mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); | 
 |         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); | 
 |     } else { | 
 |         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); | 
 |         if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { | 
 |     mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, | 
 |         bool ignoreTransform, bool ignoreModelView) { | 
 |     if (!ignoreModelView) { | 
 |         mModelView.loadTranslate(left, top, 0.0f); | 
 |         mModelView.scale(right - left, bottom - top, 1.0f); | 
 |     } else { | 
 |         mModelView.loadIdentity(); | 
 |     } | 
 |     bool dirty = right - left > 0.0f && bottom - top > 0.0f; | 
 |     if (!ignoreTransform) { | 
 |         mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); | 
 |         if (mTrackDirtyRegions && dirty) { | 
 |             dirtyLayer(left, top, right, bottom, currentTransform()); | 
 |         } | 
 |     } else { | 
 |         mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); | 
 |         if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawColorUniforms() { | 
 |     if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { | 
 |         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawPureColorUniforms() { | 
 |     if (mSetShaderColor) { | 
 |         mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { | 
 |     if (mDrawModifiers.mShader) { | 
 |         if (ignoreTransform) { | 
 |             mModelView.loadInverse(currentTransform()); | 
 |         } | 
 |         mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, | 
 |                 mModelView, *mSnapshot, &mTextureUnit); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawShaderIdentityUniforms() { | 
 |     if (mDrawModifiers.mShader) { | 
 |         mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, | 
 |                 mat4::identity(), *mSnapshot, &mTextureUnit); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawColorFilterUniforms() { | 
 |     if (mDrawModifiers.mColorFilter) { | 
 |         mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawTextGammaUniforms() { | 
 |     mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawSimpleMesh() { | 
 |     bool force = mCaches.bindMeshBuffer(); | 
 |     mCaches.bindPositionVertexPointer(force, 0); | 
 |     mCaches.unbindIndicesBuffer(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawTexture(GLuint texture) { | 
 |     if (texture) bindTexture(texture); | 
 |     mTextureUnit++; | 
 |     mCaches.enableTexCoordsVertexArray(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { | 
 |     bindExternalTexture(texture); | 
 |     mTextureUnit++; | 
 |     mCaches.enableTexCoordsVertexArray(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawTextureTransform() { | 
 |     mDescription.hasTextureTransform = true; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { | 
 |     glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, | 
 |             GL_FALSE, &transform.data[0]); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { | 
 |     bool force = false; | 
 |     if (!vertices || vbo) { | 
 |         force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); | 
 |     } else { | 
 |         force = mCaches.unbindMeshBuffer(); | 
 |     } | 
 |  | 
 |     mCaches.bindPositionVertexPointer(force, vertices); | 
 |     if (mCaches.currentProgram->texCoords >= 0) { | 
 |         mCaches.bindTexCoordsVertexPointer(force, texCoords); | 
 |     } | 
 |  | 
 |     mCaches.unbindIndicesBuffer(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { | 
 |     bool force = mCaches.unbindMeshBuffer(); | 
 |     GLsizei stride = sizeof(ColorTextureVertex); | 
 |  | 
 |     mCaches.bindPositionVertexPointer(force, vertices, stride); | 
 |     if (mCaches.currentProgram->texCoords >= 0) { | 
 |         mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); | 
 |     } | 
 |     int slot = mCaches.currentProgram->getAttrib("colors"); | 
 |     if (slot >= 0) { | 
 |         glEnableVertexAttribArray(slot); | 
 |         glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); | 
 |     } | 
 |  | 
 |     mCaches.unbindIndicesBuffer(); | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { | 
 |     bool force = false; | 
 |     // If vbo is != 0 we want to treat the vertices parameter as an offset inside | 
 |     // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to | 
 |     // use the default VBO found in Caches | 
 |     if (!vertices || vbo) { | 
 |         force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); | 
 |     } else { | 
 |         force = mCaches.unbindMeshBuffer(); | 
 |     } | 
 |     mCaches.bindIndicesBuffer(); | 
 |  | 
 |     mCaches.bindPositionVertexPointer(force, vertices); | 
 |     if (mCaches.currentProgram->texCoords >= 0) { | 
 |         mCaches.bindTexCoordsVertexPointer(force, texCoords); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { | 
 |     bool force = mCaches.unbindMeshBuffer(); | 
 |     mCaches.bindIndicesBuffer(); | 
 |     mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Drawing | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, | 
 |         int32_t replayFlags) { | 
 |     status_t status; | 
 |     // All the usual checks and setup operations (quickReject, setupDraw, etc.) | 
 |     // will be performed by the display list itself | 
 |     if (displayList && displayList->isRenderable()) { | 
 |         if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { | 
 |             status = startFrame(); | 
 |             ReplayStateStruct replayStruct(*this, dirty, replayFlags); | 
 |             displayList->replay(replayStruct, 0); | 
 |             return status | replayStruct.mDrawGlStatus; | 
 |         } | 
 |  | 
 |         bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! | 
 |         DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); | 
 |         DeferStateStruct deferStruct(deferredList, *this, replayFlags); | 
 |         displayList->defer(deferStruct, 0); | 
 |  | 
 |         flushLayers(); | 
 |         status = startFrame(); | 
 |  | 
 |         return status | deferredList.flush(*this, dirty); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDone; | 
 | } | 
 |  | 
 | void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { | 
 |     if (displayList) { | 
 |         displayList->output(1); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     int color = paint != NULL ? paint->getColor() : 0; | 
 |  | 
 |     float x = left; | 
 |     float y = top; | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |  | 
 |     bool ignoreTransform = false; | 
 |     if (currentTransform().isPureTranslate()) { | 
 |         x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); | 
 |         y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); | 
 |         ignoreTransform = true; | 
 |  | 
 |         texture->setFilter(GL_NEAREST, true); | 
 |     } else { | 
 |         texture->setFilter(FILTER(paint), true); | 
 |     } | 
 |  | 
 |     // No need to check for a UV mapper on the texture object, only ARGB_8888 | 
 |     // bitmaps get packed in the atlas | 
 |     drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, | 
 |             paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, | 
 |             GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); | 
 | } | 
 |  | 
 | /** | 
 |  * Important note: this method is intended to draw batches of bitmaps and | 
 |  * will not set the scissor enable or dirty the current layer, if any. | 
 |  * The caller is responsible for properly dirtying the current layer. | 
 |  */ | 
 | status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, | 
 |         TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) { | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |     texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true); | 
 |  | 
 |     const float x = (int) floorf(bounds.left + 0.5f); | 
 |     const float y = (int) floorf(bounds.top + 0.5f); | 
 |     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { | 
 |         int color = paint != NULL ? paint->getColor() : 0; | 
 |         drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), | 
 |                 texture->id, paint != NULL, color, alpha, mode, | 
 |                 &vertices[0].position[0], &vertices[0].texture[0], | 
 |                 GL_TRIANGLES, bitmapCount * 6, true, true, false); | 
 |     } else { | 
 |         drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), | 
 |                 texture->id, alpha / 255.0f, mode, texture->blend, | 
 |                 &vertices[0].position[0], &vertices[0].texture[0], | 
 |                 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { | 
 |     const float right = left + bitmap->width(); | 
 |     const float bottom = top + bitmap->height(); | 
 |  | 
 |     if (quickReject(left, top, right, bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = getTexture(bitmap); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { | 
 |         drawAlphaBitmap(texture, left, top, paint); | 
 |     } else { | 
 |         drawTextureRect(left, top, right, bottom, texture, paint); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { | 
 |     Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); | 
 |     const mat4 transform(*matrix); | 
 |     transform.mapRect(r); | 
 |  | 
 |     if (quickReject(r.left, r.top, r.right, r.bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = getTexture(bitmap); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     // This could be done in a cheaper way, all we need is pass the matrix | 
 |     // to the vertex shader. The save/restore is a bit overkill. | 
 |     save(SkCanvas::kMatrix_SaveFlag); | 
 |     concatMatrix(matrix); | 
 |     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { | 
 |         drawAlphaBitmap(texture, 0.0f, 0.0f, paint); | 
 |     } else { | 
 |         drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); | 
 |     } | 
 |     restore(); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { | 
 |     const float right = left + bitmap->width(); | 
 |     const float bottom = top + bitmap->height(); | 
 |  | 
 |     if (quickReject(left, top, right, bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = mCaches.textureCache.getTransient(bitmap); | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { | 
 |         drawAlphaBitmap(texture, left, top, paint); | 
 |     } else { | 
 |         drawTextureRect(left, top, right, bottom, texture, paint); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, | 
 |         float* vertices, int* colors, SkPaint* paint) { | 
 |     if (!vertices || mSnapshot->isIgnored()) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     // TODO: use quickReject on bounds from vertices | 
 |     mCaches.enableScissor(); | 
 |  | 
 |     float left = FLT_MAX; | 
 |     float top = FLT_MAX; | 
 |     float right = FLT_MIN; | 
 |     float bottom = FLT_MIN; | 
 |  | 
 |     const uint32_t count = meshWidth * meshHeight * 6; | 
 |  | 
 |     ColorTextureVertex mesh[count]; | 
 |     ColorTextureVertex* vertex = mesh; | 
 |  | 
 |     bool cleanupColors = false; | 
 |     if (!colors) { | 
 |         uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); | 
 |         colors = new int[colorsCount]; | 
 |         memset(colors, 0xff, colorsCount * sizeof(int)); | 
 |         cleanupColors = true; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); | 
 |     const UvMapper& mapper(getMapper(texture)); | 
 |  | 
 |     for (int32_t y = 0; y < meshHeight; y++) { | 
 |         for (int32_t x = 0; x < meshWidth; x++) { | 
 |             uint32_t i = (y * (meshWidth + 1) + x) * 2; | 
 |  | 
 |             float u1 = float(x) / meshWidth; | 
 |             float u2 = float(x + 1) / meshWidth; | 
 |             float v1 = float(y) / meshHeight; | 
 |             float v2 = float(y + 1) / meshHeight; | 
 |  | 
 |             mapper.map(u1, v1, u2, v2); | 
 |  | 
 |             int ax = i + (meshWidth + 1) * 2; | 
 |             int ay = ax + 1; | 
 |             int bx = i; | 
 |             int by = bx + 1; | 
 |             int cx = i + 2; | 
 |             int cy = cx + 1; | 
 |             int dx = i + (meshWidth + 1) * 2 + 2; | 
 |             int dy = dx + 1; | 
 |  | 
 |             ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); | 
 |             ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); | 
 |             ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); | 
 |  | 
 |             ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); | 
 |             ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); | 
 |             ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); | 
 |  | 
 |             left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); | 
 |             top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); | 
 |             right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); | 
 |             bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); | 
 |         } | 
 |     } | 
 |  | 
 |     if (quickReject(left, top, right, bottom)) { | 
 |         if (cleanupColors) delete[] colors; | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (!texture) { | 
 |         texture = mCaches.textureCache.get(bitmap); | 
 |         if (!texture) { | 
 |             if (cleanupColors) delete[] colors; | 
 |             return DrawGlInfo::kStatusDone; | 
 |         } | 
 |     } | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |     texture->setFilter(FILTER(paint), true); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     float a = alpha / 255.0f; | 
 |  | 
 |     if (hasLayer()) { | 
 |         dirtyLayer(left, top, right, bottom, currentTransform()); | 
 |     } | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTextureAndColor(); | 
 |     setupDrawColor(a, a, a, a); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(true, mode, false); | 
 |     setupDrawProgram(); | 
 |     setupDrawDirtyRegionsDisabled(); | 
 |     setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); | 
 |     setupDrawTexture(texture->id); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); | 
 |  | 
 |     glDrawArrays(GL_TRIANGLES, 0, count); | 
 |  | 
 |     int slot = mCaches.currentProgram->getAttrib("colors"); | 
 |     if (slot >= 0) { | 
 |         glDisableVertexAttribArray(slot); | 
 |     } | 
 |  | 
 |     if (cleanupColors) delete[] colors; | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, | 
 |          float srcLeft, float srcTop, float srcRight, float srcBottom, | 
 |          float dstLeft, float dstTop, float dstRight, float dstBottom, | 
 |          SkPaint* paint) { | 
 |     if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = getTexture(bitmap); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     const float width = texture->width; | 
 |     const float height = texture->height; | 
 |  | 
 |     float u1 = fmax(0.0f, srcLeft / width); | 
 |     float v1 = fmax(0.0f, srcTop / height); | 
 |     float u2 = fmin(1.0f, srcRight / width); | 
 |     float v2 = fmin(1.0f, srcBottom / height); | 
 |  | 
 |     getMapper(texture).map(u1, v1, u2, v2); | 
 |  | 
 |     mCaches.unbindMeshBuffer(); | 
 |     resetDrawTextureTexCoords(u1, v1, u2, v2); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |  | 
 |     float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); | 
 |     float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); | 
 |  | 
 |     bool scaled = scaleX != 1.0f || scaleY != 1.0f; | 
 |     // Apply a scale transform on the canvas only when a shader is in use | 
 |     // Skia handles the ratio between the dst and src rects as a scale factor | 
 |     // when a shader is set | 
 |     bool useScaleTransform = mDrawModifiers.mShader && scaled; | 
 |     bool ignoreTransform = false; | 
 |  | 
 |     if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { | 
 |         float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); | 
 |         float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |         dstRight = x + (dstRight - dstLeft); | 
 |         dstBottom = y + (dstBottom - dstTop); | 
 |  | 
 |         dstLeft = x; | 
 |         dstTop = y; | 
 |  | 
 |         texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); | 
 |         ignoreTransform = true; | 
 |     } else { | 
 |         texture->setFilter(FILTER(paint), true); | 
 |     } | 
 |  | 
 |     if (CC_UNLIKELY(useScaleTransform)) { | 
 |         save(SkCanvas::kMatrix_SaveFlag); | 
 |         translate(dstLeft, dstTop); | 
 |         scale(scaleX, scaleY); | 
 |  | 
 |         dstLeft = 0.0f; | 
 |         dstTop = 0.0f; | 
 |  | 
 |         dstRight = srcRight - srcLeft; | 
 |         dstBottom = srcBottom - srcTop; | 
 |     } | 
 |  | 
 |     if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { | 
 |         int color = paint ? paint->getColor() : 0; | 
 |         drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, | 
 |                 texture->id, paint != NULL, color, alpha, mode, | 
 |                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], | 
 |                 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); | 
 |     } else { | 
 |         drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, | 
 |                 texture->id, alpha / 255.0f, mode, texture->blend, | 
 |                 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], | 
 |                 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); | 
 |     } | 
 |  | 
 |     if (CC_UNLIKELY(useScaleTransform)) { | 
 |         restore(); | 
 |     } | 
 |  | 
 |     resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, | 
 |         float left, float top, float right, float bottom, SkPaint* paint) { | 
 |     if (quickReject(left, top, right, bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); | 
 |     const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), | 
 |             right - left, bottom - top, patch); | 
 |  | 
 |     return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, | 
 |         float left, float top, float right, float bottom, SkPaint* paint) { | 
 |     if (quickReject(left, top, right, bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { | 
 |         mCaches.activeTexture(0); | 
 |         Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); | 
 |         if (!texture) return DrawGlInfo::kStatusDone; | 
 |         const AutoTexture autoCleanup(texture); | 
 |  | 
 |         texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |         texture->setFilter(GL_LINEAR, true); | 
 |  | 
 |         int alpha; | 
 |         SkXfermode::Mode mode; | 
 |         getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |         const bool pureTranslate = currentTransform().isPureTranslate(); | 
 |         // Mark the current layer dirty where we are going to draw the patch | 
 |         if (hasLayer() && mesh->hasEmptyQuads) { | 
 |             const float offsetX = left + currentTransform().getTranslateX(); | 
 |             const float offsetY = top + currentTransform().getTranslateY(); | 
 |             const size_t count = mesh->quads.size(); | 
 |             for (size_t i = 0; i < count; i++) { | 
 |                 const Rect& bounds = mesh->quads.itemAt(i); | 
 |                 if (CC_LIKELY(pureTranslate)) { | 
 |                     const float x = (int) floorf(bounds.left + offsetX + 0.5f); | 
 |                     const float y = (int) floorf(bounds.top + offsetY + 0.5f); | 
 |                     dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); | 
 |                 } else { | 
 |                     dirtyLayer(left + bounds.left, top + bounds.top, | 
 |                             left + bounds.right, top + bounds.bottom, currentTransform()); | 
 |                 } | 
 |             } | 
 |         } | 
 |  | 
 |         if (CC_LIKELY(pureTranslate)) { | 
 |             const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); | 
 |             const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |             right = x + right - left; | 
 |             bottom = y + bottom - top; | 
 |             drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, | 
 |                     mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, | 
 |                     GL_TRIANGLES, mesh->indexCount, false, true, | 
 |                     mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); | 
 |         } else { | 
 |             drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, | 
 |                     mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, | 
 |                     GL_TRIANGLES, mesh->indexCount, false, false, | 
 |                     mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); | 
 |         } | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | /** | 
 |  * Important note: this method is intended to draw batches of 9-patch objects and | 
 |  * will not set the scissor enable or dirty the current layer, if any. | 
 |  * The caller is responsible for properly dirtying the current layer. | 
 |  */ | 
 | status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, | 
 |         TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { | 
 |     mCaches.activeTexture(0); | 
 |     Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |     texture->setFilter(GL_LINEAR, true); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, | 
 |             mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], | 
 |             GL_TRIANGLES, indexCount, false, true, 0, true, false); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, | 
 |         bool useOffset) { | 
 |     if (!vertexBuffer.getVertexCount()) { | 
 |         // no vertices to draw | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     int color = paint->getColor(); | 
 |     SkXfermode::Mode mode = getXfermode(paint->getXfermode()); | 
 |     bool isAA = paint->isAntiAlias(); | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawNoTexture(); | 
 |     if (isAA) setupDrawAA(); | 
 |     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawShader(); | 
 |     setupDrawBlending(isAA, mode); | 
 |     setupDrawProgram(); | 
 |     setupDrawModelViewIdentity(useOffset); | 
 |     setupDrawColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawShaderIdentityUniforms(); | 
 |  | 
 |     void* vertices = vertexBuffer.getBuffer(); | 
 |     bool force = mCaches.unbindMeshBuffer(); | 
 |     mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); | 
 |     mCaches.resetTexCoordsVertexPointer(); | 
 |     mCaches.unbindIndicesBuffer(); | 
 |  | 
 |     int alphaSlot = -1; | 
 |     if (isAA) { | 
 |         void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; | 
 |         alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); | 
 |  | 
 |         // TODO: avoid enable/disable in back to back uses of the alpha attribute | 
 |         glEnableVertexAttribArray(alphaSlot); | 
 |         glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); | 
 |     } | 
 |  | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); | 
 |  | 
 |     if (isAA) { | 
 |         glDisableVertexAttribArray(alphaSlot); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | /** | 
 |  * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to | 
 |  * that of AA lines in the drawLines() function.  We expand the convex path by a half pixel in | 
 |  * screen space in all directions. However, instead of using a fragment shader to compute the | 
 |  * translucency of the color from its position, we simply use a varying parameter to define how far | 
 |  * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. | 
 |  * | 
 |  * Doesn't yet support joins, caps, or path effects. | 
 |  */ | 
 | status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { | 
 |     VertexBuffer vertexBuffer; | 
 |     // TODO: try clipping large paths to viewport | 
 |     PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); | 
 |  | 
 |     if (hasLayer()) { | 
 |         SkRect bounds = path.getBounds(); | 
 |         PathTessellator::expandBoundsForStroke(bounds, paint, false); | 
 |         dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); | 
 |     } | 
 |  | 
 |     return drawVertexBuffer(vertexBuffer, paint); | 
 | } | 
 |  | 
 | /** | 
 |  * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha | 
 |  * and additional geometry for defining an alpha slope perimeter. | 
 |  * | 
 |  * Using GL_LINES can be difficult because the rasterization rules for those lines produces some | 
 |  * unexpected results, and may vary between hardware devices. Previously we used a varying-base | 
 |  * in-shader alpha region, but found it to be taxing on some GPUs. | 
 |  * | 
 |  * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce | 
 |  * memory transfer by removing need for degenerate vertices. | 
 |  */ | 
 | status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { | 
 |     if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     count &= ~0x3; // round down to nearest four | 
 |  | 
 |     VertexBuffer buffer; | 
 |     SkRect bounds; | 
 |     PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); | 
 |  | 
 |     if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); | 
 |  | 
 |     bool useOffset = !paint->isAntiAlias(); | 
 |     return drawVertexBuffer(buffer, paint, useOffset); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { | 
 |     if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     count &= ~0x1; // round down to nearest two | 
 |  | 
 |     VertexBuffer buffer; | 
 |     SkRect bounds; | 
 |     PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); | 
 |  | 
 |     if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); | 
 |  | 
 |     bool useOffset = !paint->isAntiAlias(); | 
 |     return drawVertexBuffer(buffer, paint, useOffset); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { | 
 |     // No need to check against the clip, we fill the clip region | 
 |     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     Rect& clip(*mSnapshot->clipRect); | 
 |     clip.snapToPixelBoundaries(); | 
 |  | 
 |     drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, | 
 |         SkPaint* paint) { | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     const float x = left + texture->left - texture->offset; | 
 |     const float y = top + texture->top - texture->offset; | 
 |  | 
 |     drawPathTexture(texture, x, y, paint); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, | 
 |         float rx, float ry, SkPaint* p) { | 
 |     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || | 
 |             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (p->getPathEffect() != 0) { | 
 |         mCaches.activeTexture(0); | 
 |         const PathTexture* texture = mCaches.pathCache.getRoundRect( | 
 |                 right - left, bottom - top, rx, ry, p); | 
 |         return drawShape(left, top, texture, p); | 
 |     } | 
 |  | 
 |     SkPath path; | 
 |     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); | 
 |     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { | 
 |         float outset = p->getStrokeWidth() / 2; | 
 |         rect.outset(outset, outset); | 
 |         rx += outset; | 
 |         ry += outset; | 
 |     } | 
 |     path.addRoundRect(rect, rx, ry); | 
 |     return drawConvexPath(path, p); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { | 
 |     if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, | 
 |             x + radius, y + radius, p) || | 
 |             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |     if (p->getPathEffect() != 0) { | 
 |         mCaches.activeTexture(0); | 
 |         const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); | 
 |         return drawShape(x - radius, y - radius, texture, p); | 
 |     } | 
 |  | 
 |     SkPath path; | 
 |     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { | 
 |         path.addCircle(x, y, radius + p->getStrokeWidth() / 2); | 
 |     } else { | 
 |         path.addCircle(x, y, radius); | 
 |     } | 
 |     return drawConvexPath(path, p); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, | 
 |         SkPaint* p) { | 
 |     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || | 
 |             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (p->getPathEffect() != 0) { | 
 |         mCaches.activeTexture(0); | 
 |         const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); | 
 |         return drawShape(left, top, texture, p); | 
 |     } | 
 |  | 
 |     SkPath path; | 
 |     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); | 
 |     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { | 
 |         rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); | 
 |     } | 
 |     path.addOval(rect); | 
 |     return drawConvexPath(path, p); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, | 
 |         float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { | 
 |     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || | 
 |             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (fabs(sweepAngle) >= 360.0f) { | 
 |         return drawOval(left, top, right, bottom, p); | 
 |     } | 
 |  | 
 |     // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) | 
 |     if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { | 
 |         mCaches.activeTexture(0); | 
 |         const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, | 
 |                 startAngle, sweepAngle, useCenter, p); | 
 |         return drawShape(left, top, texture, p); | 
 |     } | 
 |  | 
 |     SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); | 
 |     if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { | 
 |         rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); | 
 |     } | 
 |  | 
 |     SkPath path; | 
 |     if (useCenter) { | 
 |         path.moveTo(rect.centerX(), rect.centerY()); | 
 |     } | 
 |     path.arcTo(rect, startAngle, sweepAngle, !useCenter); | 
 |     if (useCenter) { | 
 |         path.close(); | 
 |     } | 
 |     return drawConvexPath(path, p); | 
 | } | 
 |  | 
 | // See SkPaintDefaults.h | 
 | #define SkPaintDefaults_MiterLimit SkIntToScalar(4) | 
 |  | 
 | status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { | 
 |     if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || | 
 |             (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     if (p->getStyle() != SkPaint::kFill_Style) { | 
 |         // only fill style is supported by drawConvexPath, since others have to handle joins | 
 |         if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || | 
 |                 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { | 
 |             mCaches.activeTexture(0); | 
 |             const PathTexture* texture = | 
 |                     mCaches.pathCache.getRect(right - left, bottom - top, p); | 
 |             return drawShape(left, top, texture, p); | 
 |         } | 
 |  | 
 |         SkPath path; | 
 |         SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); | 
 |         if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { | 
 |             rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); | 
 |         } | 
 |         path.addRect(rect); | 
 |         return drawConvexPath(path, p); | 
 |     } | 
 |  | 
 |     if (p->isAntiAlias() && !currentTransform().isSimple()) { | 
 |         SkPath path; | 
 |         path.addRect(left, top, right, bottom); | 
 |         return drawConvexPath(path, p); | 
 |     } else { | 
 |         drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); | 
 |         return DrawGlInfo::kStatusDrew; | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, | 
 |         const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, | 
 |         float x, float y) { | 
 |     mCaches.activeTexture(0); | 
 |  | 
 |     // NOTE: The drop shadow will not perform gamma correction | 
 |     //       if shader-based correction is enabled | 
 |     mCaches.dropShadowCache.setFontRenderer(fontRenderer); | 
 |     const ShadowTexture* shadow = mCaches.dropShadowCache.get( | 
 |             paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); | 
 |     // If the drop shadow exceeds the max texture size or couldn't be | 
 |     // allocated, skip drawing | 
 |     if (!shadow) return; | 
 |     const AutoTexture autoCleanup(shadow); | 
 |  | 
 |     const float sx = x - shadow->left + mDrawModifiers.mShadowDx; | 
 |     const float sy = y - shadow->top + mDrawModifiers.mShadowDy; | 
 |  | 
 |     const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; | 
 |     int shadowColor = mDrawModifiers.mShadowColor; | 
 |     if (mDrawModifiers.mShader) { | 
 |         shadowColor = 0xffffffff; | 
 |     } | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTexture(true); | 
 |     setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawShader(); | 
 |     setupDrawBlending(true, mode); | 
 |     setupDrawProgram(); | 
 |     setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); | 
 |     setupDrawTexture(shadow->id); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawShaderUniforms(); | 
 |     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); | 
 |  | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); | 
 | } | 
 |  | 
 | bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { | 
 |     float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; | 
 |     return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, | 
 |         const float* positions, SkPaint* paint) { | 
 |     if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     // NOTE: Skia does not support perspective transform on drawPosText yet | 
 |     if (!currentTransform().isSimple()) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mCaches.enableScissor(); | 
 |  | 
 |     float x = 0.0f; | 
 |     float y = 0.0f; | 
 |     const bool pureTranslate = currentTransform().isPureTranslate(); | 
 |     if (pureTranslate) { | 
 |         x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); | 
 |         y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); | 
 |     } | 
 |  | 
 |     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); | 
 |     fontRenderer.setFont(paint, mat4::identity()); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { | 
 |         drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, | 
 |                 alpha, mode, 0.0f, 0.0f); | 
 |     } | 
 |  | 
 |     // Pick the appropriate texture filtering | 
 |     bool linearFilter = currentTransform().changesBounds(); | 
 |     if (pureTranslate && !linearFilter) { | 
 |         linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; | 
 |     } | 
 |     fontRenderer.setTextureFiltering(linearFilter); | 
 |  | 
 |     const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); | 
 |     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); | 
 |  | 
 |     const bool hasActiveLayer = hasLayer(); | 
 |  | 
 |     TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); | 
 |     if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, | 
 |             positions, hasActiveLayer ? &bounds : NULL, &functor)) { | 
 |         if (hasActiveLayer) { | 
 |             if (!pureTranslate) { | 
 |                 currentTransform().mapRect(bounds); | 
 |             } | 
 |             dirtyLayerUnchecked(bounds, getRegion()); | 
 |         } | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { | 
 |     mat4 fontTransform; | 
 |     if (CC_LIKELY(transform.isPureTranslate())) { | 
 |         fontTransform = mat4::identity(); | 
 |     } else { | 
 |         if (CC_UNLIKELY(transform.isPerspective())) { | 
 |             fontTransform = mat4::identity(); | 
 |         } else { | 
 |             float sx, sy; | 
 |             currentTransform().decomposeScale(sx, sy); | 
 |             fontTransform.loadScale(sx, sy, 1.0f); | 
 |         } | 
 |     } | 
 |     return fontTransform; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, | 
 |         const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, | 
 |         DrawOpMode drawOpMode) { | 
 |  | 
 |     if (drawOpMode == kDrawOpMode_Immediate) { | 
 |         // The checks for corner-case ignorable text and quick rejection is only done for immediate | 
 |         // drawing as ops from DeferredDisplayList are already filtered for these | 
 |         if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || | 
 |                 quickReject(bounds)) { | 
 |             return DrawGlInfo::kStatusDone; | 
 |         } | 
 |     } | 
 |  | 
 |     const float oldX = x; | 
 |     const float oldY = y; | 
 |  | 
 |     const mat4& transform = currentTransform(); | 
 |     const bool pureTranslate = transform.isPureTranslate(); | 
 |  | 
 |     if (CC_LIKELY(pureTranslate)) { | 
 |         x = (int) floorf(x + transform.getTranslateX() + 0.5f); | 
 |         y = (int) floorf(y + transform.getTranslateY() + 0.5f); | 
 |     } | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); | 
 |  | 
 |     if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { | 
 |         fontRenderer.setFont(paint, mat4::identity()); | 
 |         drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, | 
 |                 alpha, mode, oldX, oldY); | 
 |     } | 
 |  | 
 |     const bool hasActiveLayer = hasLayer(); | 
 |  | 
 |     // We only pass a partial transform to the font renderer. That partial | 
 |     // matrix defines how glyphs are rasterized. Typically we want glyphs | 
 |     // to be rasterized at their final size on screen, which means the partial | 
 |     // matrix needs to take the scale factor into account. | 
 |     // When a partial matrix is used to transform glyphs during rasterization, | 
 |     // the mesh is generated with the inverse transform (in the case of scale, | 
 |     // the mesh is generated at 1.0 / scale for instance.) This allows us to | 
 |     // apply the full transform matrix at draw time in the vertex shader. | 
 |     // Applying the full matrix in the shader is the easiest way to handle | 
 |     // rotation and perspective and allows us to always generated quads in the | 
 |     // font renderer which greatly simplifies the code, clipping in particular. | 
 |     mat4 fontTransform = findBestFontTransform(transform); | 
 |     fontRenderer.setFont(paint, fontTransform); | 
 |  | 
 |     // Pick the appropriate texture filtering | 
 |     bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; | 
 |     fontRenderer.setTextureFiltering(linearFilter); | 
 |  | 
 |     // TODO: Implement better clipping for scaled/rotated text | 
 |     const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; | 
 |     Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); | 
 |  | 
 |     bool status; | 
 |     TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); | 
 |  | 
 |     // don't call issuedrawcommand, do it at end of batch | 
 |     bool forceFinish = (drawOpMode != kDrawOpMode_Defer); | 
 |     if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { | 
 |         SkPaint paintCopy(*paint); | 
 |         paintCopy.setTextAlign(SkPaint::kLeft_Align); | 
 |         status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, | 
 |                 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); | 
 |     } else { | 
 |         status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, | 
 |                 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); | 
 |     } | 
 |  | 
 |     if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { | 
 |         if (!pureTranslate) { | 
 |             transform.mapRect(layerBounds); | 
 |         } | 
 |         dirtyLayerUnchecked(layerBounds, getRegion()); | 
 |     } | 
 |  | 
 |     drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, | 
 |         float hOffset, float vOffset, SkPaint* paint) { | 
 |     if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics | 
 |     mCaches.enableScissor(); | 
 |  | 
 |     FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); | 
 |     fontRenderer.setFont(paint, mat4::identity()); | 
 |     fontRenderer.setTextureFiltering(true); | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |     TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); | 
 |  | 
 |     const Rect* clip = &mSnapshot->getLocalClip(); | 
 |     Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); | 
 |  | 
 |     const bool hasActiveLayer = hasLayer(); | 
 |  | 
 |     if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, | 
 |             hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { | 
 |         if (hasActiveLayer) { | 
 |             currentTransform().mapRect(bounds); | 
 |             dirtyLayerUnchecked(bounds, getRegion()); | 
 |         } | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { | 
 |     if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; | 
 |  | 
 |     mCaches.activeTexture(0); | 
 |  | 
 |     const PathTexture* texture = mCaches.pathCache.get(path, paint); | 
 |     if (!texture) return DrawGlInfo::kStatusDone; | 
 |     const AutoTexture autoCleanup(texture); | 
 |  | 
 |     const float x = texture->left - texture->offset; | 
 |     const float y = texture->top - texture->offset; | 
 |  | 
 |     drawPathTexture(texture, x, y, paint); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { | 
 |     if (!layer) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     mat4* transform = NULL; | 
 |     if (layer->isTextureLayer()) { | 
 |         transform = &layer->getTransform(); | 
 |         if (!transform->isIdentity()) { | 
 |             save(0); | 
 |             currentTransform().multiply(*transform); | 
 |         } | 
 |     } | 
 |  | 
 |     bool clipRequired = false; | 
 |     const bool rejected = quickRejectNoScissor(x, y, | 
 |             x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); | 
 |  | 
 |     if (rejected) { | 
 |         if (transform && !transform->isIdentity()) { | 
 |             restore(); | 
 |         } | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     updateLayer(layer, true); | 
 |  | 
 |     mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); | 
 |     mCaches.activeTexture(0); | 
 |  | 
 |     if (CC_LIKELY(!layer->region.isEmpty())) { | 
 |         SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; | 
 |         mDrawModifiers.mColorFilter = layer->getColorFilter(); | 
 |  | 
 |         if (layer->region.isRect()) { | 
 |             DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, | 
 |                     composeLayerRect(layer, layer->regionRect)); | 
 |         } else if (layer->mesh) { | 
 |             const float a = getLayerAlpha(layer); | 
 |             setupDraw(); | 
 |             setupDrawWithTexture(); | 
 |             setupDrawColor(a, a, a, a); | 
 |             setupDrawColorFilter(); | 
 |             setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); | 
 |             setupDrawProgram(); | 
 |             setupDrawPureColorUniforms(); | 
 |             setupDrawColorFilterUniforms(); | 
 |             setupDrawTexture(layer->getTexture()); | 
 |             if (CC_LIKELY(currentTransform().isPureTranslate())) { | 
 |                 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); | 
 |                 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |                 layer->setFilter(GL_NEAREST); | 
 |                 setupDrawModelViewTranslate(tx, ty, | 
 |                         tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); | 
 |             } else { | 
 |                 layer->setFilter(GL_LINEAR); | 
 |                 setupDrawModelViewTranslate(x, y, | 
 |                         x + layer->layer.getWidth(), y + layer->layer.getHeight()); | 
 |             } | 
 |  | 
 |             TextureVertex* mesh = &layer->mesh[0]; | 
 |             GLsizei elementsCount = layer->meshElementCount; | 
 |  | 
 |             while (elementsCount > 0) { | 
 |                 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); | 
 |  | 
 |                 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); | 
 |                 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, | 
 |                         glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); | 
 |  | 
 |                 elementsCount -= drawCount; | 
 |                 // Though there are 4 vertices in a quad, we use 6 indices per | 
 |                 // quad to draw with GL_TRIANGLES | 
 |                 mesh += (drawCount / 6) * 4; | 
 |             } | 
 |  | 
 | #if DEBUG_LAYERS_AS_REGIONS | 
 |             drawRegionRects(layer->region); | 
 | #endif | 
 |         } | 
 |  | 
 |         mDrawModifiers.mColorFilter = oldFilter; | 
 |  | 
 |         if (layer->debugDrawUpdate) { | 
 |             layer->debugDrawUpdate = false; | 
 |             drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), | 
 |                     0x7f00ff00, SkXfermode::kSrcOver_Mode); | 
 |         } | 
 |     } | 
 |     layer->hasDrawnSinceUpdate = true; | 
 |  | 
 |     if (transform && !transform->isIdentity()) { | 
 |         restore(); | 
 |     } | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Shaders | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::resetShader() { | 
 |     mDrawModifiers.mShader = NULL; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupShader(SkiaShader* shader) { | 
 |     mDrawModifiers.mShader = shader; | 
 |     if (mDrawModifiers.mShader) { | 
 |         mDrawModifiers.mShader->setCaches(mCaches); | 
 |     } | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Color filters | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::resetColorFilter() { | 
 |     mDrawModifiers.mColorFilter = NULL; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { | 
 |     mDrawModifiers.mColorFilter = filter; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Drop shadow | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::resetShadow() { | 
 |     mDrawModifiers.mHasShadow = false; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { | 
 |     mDrawModifiers.mHasShadow = true; | 
 |     mDrawModifiers.mShadowRadius = radius; | 
 |     mDrawModifiers.mShadowDx = dx; | 
 |     mDrawModifiers.mShadowDy = dy; | 
 |     mDrawModifiers.mShadowColor = color; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Draw filters | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | void OpenGLRenderer::resetPaintFilter() { | 
 |     // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier | 
 |     // comparison, see MergingDrawBatch::canMergeWith | 
 |     mDrawModifiers.mHasDrawFilter = false; | 
 |     mDrawModifiers.mPaintFilterClearBits = 0; | 
 |     mDrawModifiers.mPaintFilterSetBits = 0; | 
 | } | 
 |  | 
 | void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { | 
 |     mDrawModifiers.mHasDrawFilter = true; | 
 |     mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; | 
 |     mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; | 
 | } | 
 |  | 
 | SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { | 
 |     if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { | 
 |         return paint; | 
 |     } | 
 |  | 
 |     uint32_t flags = paint->getFlags(); | 
 |  | 
 |     mFilteredPaint = *paint; | 
 |     mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | | 
 |             mDrawModifiers.mPaintFilterSetBits); | 
 |  | 
 |     return &mFilteredPaint; | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Drawing implementation | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { | 
 |     Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); | 
 |     if (!texture) { | 
 |         return mCaches.textureCache.get(bitmap); | 
 |     } | 
 |     return texture; | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawPathTexture(const PathTexture* texture, | 
 |         float x, float y, SkPaint* paint) { | 
 |     if (quickReject(x, y, x + texture->width, y + texture->height)) { | 
 |         return; | 
 |     } | 
 |  | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTexture(true); | 
 |     setupDrawAlpha8Color(paint->getColor(), alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawShader(); | 
 |     setupDrawBlending(true, mode); | 
 |     setupDrawProgram(); | 
 |     setupDrawModelView(x, y, x + texture->width, y + texture->height); | 
 |     setupDrawTexture(texture->id); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawShaderUniforms(); | 
 |     setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); | 
 |  | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); | 
 | } | 
 |  | 
 | // Same values used by Skia | 
 | #define kStdStrikeThru_Offset   (-6.0f / 21.0f) | 
 | #define kStdUnderline_Offset    (1.0f / 9.0f) | 
 | #define kStdUnderline_Thickness (1.0f / 18.0f) | 
 |  | 
 | void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, | 
 |         float x, float y, SkPaint* paint) { | 
 |     // Handle underline and strike-through | 
 |     uint32_t flags = paint->getFlags(); | 
 |     if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { | 
 |         SkPaint paintCopy(*paint); | 
 |  | 
 |         if (CC_LIKELY(underlineWidth > 0.0f)) { | 
 |             const float textSize = paintCopy.getTextSize(); | 
 |             const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); | 
 |  | 
 |             const float left = x; | 
 |             float top = 0.0f; | 
 |  | 
 |             int linesCount = 0; | 
 |             if (flags & SkPaint::kUnderlineText_Flag) linesCount++; | 
 |             if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; | 
 |  | 
 |             const int pointsCount = 4 * linesCount; | 
 |             float points[pointsCount]; | 
 |             int currentPoint = 0; | 
 |  | 
 |             if (flags & SkPaint::kUnderlineText_Flag) { | 
 |                 top = y + textSize * kStdUnderline_Offset; | 
 |                 points[currentPoint++] = left; | 
 |                 points[currentPoint++] = top; | 
 |                 points[currentPoint++] = left + underlineWidth; | 
 |                 points[currentPoint++] = top; | 
 |             } | 
 |  | 
 |             if (flags & SkPaint::kStrikeThruText_Flag) { | 
 |                 top = y + textSize * kStdStrikeThru_Offset; | 
 |                 points[currentPoint++] = left; | 
 |                 points[currentPoint++] = top; | 
 |                 points[currentPoint++] = left + underlineWidth; | 
 |                 points[currentPoint++] = top; | 
 |             } | 
 |  | 
 |             paintCopy.setStrokeWidth(strokeWidth); | 
 |  | 
 |             drawLines(&points[0], pointsCount, &paintCopy); | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { | 
 |     if (mSnapshot->isIgnored()) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     int color = paint->getColor(); | 
 |     // If a shader is set, preserve only the alpha | 
 |     if (mDrawModifiers.mShader) { | 
 |         color |= 0x00ffffff; | 
 |     } | 
 |     SkXfermode::Mode mode = getXfermode(paint->getXfermode()); | 
 |  | 
 |     return drawColorRects(rects, count, color, mode); | 
 | } | 
 |  | 
 | status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, | 
 |         SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { | 
 |     if (count == 0) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     float left = FLT_MAX; | 
 |     float top = FLT_MAX; | 
 |     float right = FLT_MIN; | 
 |     float bottom = FLT_MIN; | 
 |  | 
 |     Vertex mesh[count]; | 
 |     Vertex* vertex = mesh; | 
 |  | 
 |     for (int index = 0; index < count; index += 4) { | 
 |         float l = rects[index + 0]; | 
 |         float t = rects[index + 1]; | 
 |         float r = rects[index + 2]; | 
 |         float b = rects[index + 3]; | 
 |  | 
 |         Vertex::set(vertex++, l, t); | 
 |         Vertex::set(vertex++, r, t); | 
 |         Vertex::set(vertex++, l, b); | 
 |         Vertex::set(vertex++, r, b); | 
 |  | 
 |         left = fminf(left, l); | 
 |         top = fminf(top, t); | 
 |         right = fmaxf(right, r); | 
 |         bottom = fmaxf(bottom, b); | 
 |     } | 
 |  | 
 |     if (clip && quickReject(left, top, right, bottom)) { | 
 |         return DrawGlInfo::kStatusDone; | 
 |     } | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawNoTexture(); | 
 |     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); | 
 |     setupDrawShader(); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(mode); | 
 |     setupDrawProgram(); | 
 |     setupDrawDirtyRegionsDisabled(); | 
 |     setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); | 
 |     setupDrawColorUniforms(); | 
 |     setupDrawShaderUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |  | 
 |     if (dirty && hasLayer()) { | 
 |         dirtyLayer(left, top, right, bottom, currentTransform()); | 
 |     } | 
 |  | 
 |     drawIndexedQuads(&mesh[0], count / 4); | 
 |  | 
 |     return DrawGlInfo::kStatusDrew; | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, | 
 |         int color, SkXfermode::Mode mode, bool ignoreTransform) { | 
 |     // If a shader is set, preserve only the alpha | 
 |     if (mDrawModifiers.mShader) { | 
 |         color |= 0x00ffffff; | 
 |     } | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawNoTexture(); | 
 |     setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); | 
 |     setupDrawShader(); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(mode); | 
 |     setupDrawProgram(); | 
 |     setupDrawModelView(left, top, right, bottom, ignoreTransform); | 
 |     setupDrawColorUniforms(); | 
 |     setupDrawShaderUniforms(ignoreTransform); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawSimpleMesh(); | 
 |  | 
 |     glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, | 
 |         Texture* texture, SkPaint* paint) { | 
 |     int alpha; | 
 |     SkXfermode::Mode mode; | 
 |     getAlphaAndMode(paint, &alpha, &mode); | 
 |  | 
 |     texture->setWrap(GL_CLAMP_TO_EDGE, true); | 
 |  | 
 |     GLvoid* vertices = (GLvoid*) NULL; | 
 |     GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; | 
 |  | 
 |     if (texture->uvMapper) { | 
 |         vertices = &mMeshVertices[0].position[0]; | 
 |         texCoords = &mMeshVertices[0].texture[0]; | 
 |  | 
 |         Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); | 
 |         texture->uvMapper->map(uvs); | 
 |  | 
 |         resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); | 
 |     } | 
 |  | 
 |     if (CC_LIKELY(currentTransform().isPureTranslate())) { | 
 |         const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); | 
 |         const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); | 
 |  | 
 |         texture->setFilter(GL_NEAREST, true); | 
 |         drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, | 
 |                 alpha / 255.0f, mode, texture->blend, vertices, texCoords, | 
 |                 GL_TRIANGLE_STRIP, gMeshCount, false, true); | 
 |     } else { | 
 |         texture->setFilter(FILTER(paint), true); | 
 |         drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, | 
 |                 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); | 
 |     } | 
 |  | 
 |     if (texture->uvMapper) { | 
 |         resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); | 
 |     } | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, | 
 |         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { | 
 |     drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, | 
 |             (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, | 
 |         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, | 
 |         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, | 
 |         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTexture(); | 
 |     setupDrawColor(alpha, alpha, alpha, alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(blend, mode, swapSrcDst); | 
 |     setupDrawProgram(); | 
 |     if (!dirty) setupDrawDirtyRegionsDisabled(); | 
 |     if (!ignoreScale) { | 
 |         setupDrawModelView(left, top, right, bottom, ignoreTransform); | 
 |     } else { | 
 |         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); | 
 |     } | 
 |     setupDrawTexture(texture); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawMesh(vertices, texCoords, vbo); | 
 |  | 
 |     glDrawArrays(drawMode, 0, elementsCount); | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, | 
 |         GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, | 
 |         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, | 
 |         bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTexture(); | 
 |     setupDrawColor(alpha, alpha, alpha, alpha); | 
 |     setupDrawColorFilter(); | 
 |     setupDrawBlending(blend, mode, swapSrcDst); | 
 |     setupDrawProgram(); | 
 |     if (!dirty) setupDrawDirtyRegionsDisabled(); | 
 |     if (!ignoreScale) { | 
 |         setupDrawModelView(left, top, right, bottom, ignoreTransform); | 
 |     } else { | 
 |         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); | 
 |     } | 
 |     setupDrawTexture(texture); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawMeshIndices(vertices, texCoords, vbo); | 
 |  | 
 |     glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); | 
 | } | 
 |  | 
 | void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, | 
 |         GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, | 
 |         GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, | 
 |         bool ignoreTransform, bool ignoreScale, bool dirty) { | 
 |  | 
 |     setupDraw(); | 
 |     setupDrawWithTexture(true); | 
 |     if (hasColor) { | 
 |         setupDrawAlpha8Color(color, alpha); | 
 |     } | 
 |     setupDrawColorFilter(); | 
 |     setupDrawShader(); | 
 |     setupDrawBlending(true, mode); | 
 |     setupDrawProgram(); | 
 |     if (!dirty) setupDrawDirtyRegionsDisabled(); | 
 |     if (!ignoreScale) { | 
 |         setupDrawModelView(left, top, right, bottom, ignoreTransform); | 
 |     } else { | 
 |         setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); | 
 |     } | 
 |     setupDrawTexture(texture); | 
 |     setupDrawPureColorUniforms(); | 
 |     setupDrawColorFilterUniforms(); | 
 |     setupDrawShaderUniforms(); | 
 |     setupDrawMesh(vertices, texCoords); | 
 |  | 
 |     glDrawArrays(drawMode, 0, elementsCount); | 
 | } | 
 |  | 
 | void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, | 
 |         ProgramDescription& description, bool swapSrcDst) { | 
 |     if (mCountOverdraw) { | 
 |         if (!mCaches.blend) glEnable(GL_BLEND); | 
 |         if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { | 
 |             glBlendFunc(GL_ONE, GL_ONE); | 
 |         } | 
 |  | 
 |         mCaches.blend = true; | 
 |         mCaches.lastSrcMode = GL_ONE; | 
 |         mCaches.lastDstMode = GL_ONE; | 
 |  | 
 |         return; | 
 |     } | 
 |  | 
 |     blend = blend || mode != SkXfermode::kSrcOver_Mode; | 
 |  | 
 |     if (blend) { | 
 |         // These blend modes are not supported by OpenGL directly and have | 
 |         // to be implemented using shaders. Since the shader will perform | 
 |         // the blending, turn blending off here | 
 |         // If the blend mode cannot be implemented using shaders, fall | 
 |         // back to the default SrcOver blend mode instead | 
 |         if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { | 
 |             if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { | 
 |                 description.framebufferMode = mode; | 
 |                 description.swapSrcDst = swapSrcDst; | 
 |  | 
 |                 if (mCaches.blend) { | 
 |                     glDisable(GL_BLEND); | 
 |                     mCaches.blend = false; | 
 |                 } | 
 |  | 
 |                 return; | 
 |             } else { | 
 |                 mode = SkXfermode::kSrcOver_Mode; | 
 |             } | 
 |         } | 
 |  | 
 |         if (!mCaches.blend) { | 
 |             glEnable(GL_BLEND); | 
 |         } | 
 |  | 
 |         GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; | 
 |         GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; | 
 |  | 
 |         if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { | 
 |             glBlendFunc(sourceMode, destMode); | 
 |             mCaches.lastSrcMode = sourceMode; | 
 |             mCaches.lastDstMode = destMode; | 
 |         } | 
 |     } else if (mCaches.blend) { | 
 |         glDisable(GL_BLEND); | 
 |     } | 
 |     mCaches.blend = blend; | 
 | } | 
 |  | 
 | bool OpenGLRenderer::useProgram(Program* program) { | 
 |     if (!program->isInUse()) { | 
 |         if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); | 
 |         program->use(); | 
 |         mCaches.currentProgram = program; | 
 |         return false; | 
 |     } | 
 |     return true; | 
 | } | 
 |  | 
 | void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { | 
 |     TextureVertex* v = &mMeshVertices[0]; | 
 |     TextureVertex::setUV(v++, u1, v1); | 
 |     TextureVertex::setUV(v++, u2, v1); | 
 |     TextureVertex::setUV(v++, u1, v2); | 
 |     TextureVertex::setUV(v++, u2, v2); | 
 | } | 
 |  | 
 | void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { | 
 |     getAlphaAndModeDirect(paint, alpha,  mode); | 
 |     if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { | 
 |         // if drawing a layer, ignore the paint's alpha | 
 |         *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; | 
 |     } | 
 |     *alpha *= mSnapshot->alpha; | 
 | } | 
 |  | 
 | float OpenGLRenderer::getLayerAlpha(Layer* layer) const { | 
 |     float alpha; | 
 |     if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { | 
 |         alpha = mDrawModifiers.mOverrideLayerAlpha; | 
 |     } else { | 
 |         alpha = layer->getAlpha() / 255.0f; | 
 |     } | 
 |     return alpha * mSnapshot->alpha; | 
 | } | 
 |  | 
 | }; // namespace uirenderer | 
 | }; // namespace android |