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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
 * This file is part of the LibreOffice project.
 *
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * This file incorporates work covered by the following license notice:
 *
 *   Licensed to the Apache Software Foundation (ASF) under one or more
 *   contributor license agreements. See the NOTICE file distributed
 *   with this work for additional information regarding copyright
 *   ownership. The ASF licenses this file to you 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 .
 */

#include <opengl/gdiimpl.hxx>
#include <opengl/framebuffer.hxx>

#include <vcl/gradient.hxx>
#include <vcl/idle.hxx>
#include <salframe.hxx>
#include <salvd.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>
#include <basegfx/polygon/b2dlinegeometry.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b2dpolypolygontools.hxx>
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <basegfx/polygon/b2dpolypolygoncutter.hxx>
#include <basegfx/polygon/b2dtrapezoid.hxx>
#include <sal/log.hxx>

#include <vcl/opengl/OpenGLHelper.hxx>
#include <salgdi.hxx>
#include <svdata.hxx>
#include <opengl/zone.hxx>
#include <opengl/salbmp.hxx>
#include <opengl/RenderState.hxx>
#include <opengl/VertexUtils.hxx>
#include <opengl/BufferObject.hxx>

#include <cmath>
#include <vector>
#include <numeric>

#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/norm.hpp>

#include <stdlib.h>

class OpenGLFlushIdle : public Idle
{
    OpenGLSalGraphicsImpl *m_pImpl;
public:
    explicit OpenGLFlushIdle( OpenGLSalGraphicsImpl *pImpl )
        : Idle( "gl idle swap" )
        , m_pImpl( pImpl )
    {
        // We don't want to be swapping before we've painted.
        SetPriority( TaskPriority::POST_PAINT );
    }

    virtual void Invoke() override
    {
        m_pImpl->doFlush();
        Stop();
        SetPriority(TaskPriority::HIGHEST);
    }
};

OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider)
    : mrParent(rParent)
    , mpProvider(pProvider)
    , mpProgram(nullptr)
    , mpFlush(new OpenGLFlushIdle(this))
    , mbUseScissor(false)
    , mbUseStencil(false)
    , mbXORMode(false)
    , mbAcquiringOpenGLContext(false)
    , mnLineColor(SALCOLOR_NONE)
    , mnFillColor(SALCOLOR_NONE)
#ifdef DBG_UTIL
    , mProgramIsSolidColor(false)
#endif
    , mnDrawCount(0)
    , mnDrawCountAtFlush(0)
    , mProgramSolidColor(SALCOLOR_NONE)
    , mProgramSolidTransparency(0.0)
    , mpRenderList(new RenderList)
{
}

OpenGLSalGraphicsImpl::~OpenGLSalGraphicsImpl()
{
    if( !IsOffscreen() && mnDrawCountAtFlush != mnDrawCount )
        VCL_GL_INFO( "Destroying un-flushed on-screen graphics" );

    mpFlush.reset();

    ReleaseContext();
}

rtl::Reference<OpenGLContext> OpenGLSalGraphicsImpl::GetOpenGLContext()
{
    if (mbAcquiringOpenGLContext)
        return nullptr;
    mbAcquiringOpenGLContext = true;
    bool bSuccess = AcquireContext(true);
    mbAcquiringOpenGLContext = false;
    if (!bSuccess)
        return nullptr;
    return mpContext;
}

bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate )
{
    mpContext = OpenGLContext::getVCLContext( false );

    if( !mpContext.is() && mpWindowContext.is() )
    {
        mpContext = mpWindowContext;
    }
    else if( bForceCreate && !IsOffscreen() )
    {
        mpWindowContext = CreateWinContext();
        mpContext = mpWindowContext;
    }

    if( !mpContext.is() )
        mpContext = OpenGLContext::getVCLContext();

    return mpContext.is();
}

void OpenGLSalGraphicsImpl::ReleaseContext()
{
    mpContext.clear();
}

void OpenGLSalGraphicsImpl::Init()
{
    // Our init phase is strange ::Init is called twice for vdevs.
    // the first time around with a NULL geometry provider.
    if( !mpProvider )
        return;

    // check if we can simply re-use the same context
    if( mpContext.is() )
    {
        if( !UseContext( mpContext ) )
            ReleaseContext();
    }

    // Always create the offscreen texture
    if( maOffscreenTex.GetWidth()  != GetWidth() ||
        maOffscreenTex.GetHeight() != GetHeight() )
    {
        // We don't want to be swapping before we've painted.
        mpFlush->SetPriority( TaskPriority::POST_PAINT );

        if( maOffscreenTex && // don't work to release empty textures
            mpContext.is() )  // valid context
        {
            mpContext->makeCurrent();
            mpContext->ReleaseFramebuffer( maOffscreenTex );
        }
        maOffscreenTex = OpenGLTexture();
        VCL_GL_INFO("::Init - re-size offscreen texture");
    }

    if( mpWindowContext.is() )
    {
        mpWindowContext->reset();
        mpWindowContext.clear();
    }
}

// Currently only used to get windows ordering right.
void OpenGLSalGraphicsImpl::DeInit()
{
    VCL_GL_INFO("::DeInit");

    FlushDeferredDrawing();

    // tdf#93839:
    // Our window handles and resources are being free underneath us.
    // These can be bound into a context, which relies on them. So
    // let it know. Other eg. VirtualDevice contexts which have
    // references on and rely on this context continuing to work will
    // get a shiny new context in AcquireContext:: next PreDraw.
    if( mpWindowContext.is() )
    {
        mpWindowContext->reset();
        mpWindowContext.clear();
    }
    mpContext.clear();
}

void OpenGLSalGraphicsImpl::PreDraw(XOROption eOpt)
{
    FlushDeferredDrawing();

    InitializePreDrawState(eOpt);
}

void OpenGLSalGraphicsImpl::InitializePreDrawState(XOROption eOpt)
{
    OpenGLZone::enter();

    mnDrawCount++;

    if( !AcquireContext() )
    {
        SAL_WARN( "vcl.opengl", "Couldn't acquire context" );
        return;
    }

    mpContext->makeCurrent();
    CHECK_GL_ERROR();

    CheckOffscreenTexture();
    CHECK_GL_ERROR();

    mpContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight())));

    ImplInitClipRegion();
    CHECK_GL_ERROR();

    if (eOpt == IMPLEMENT_XOR && mbXORMode)
    {
        glEnable(GL_COLOR_LOGIC_OP);
        CHECK_GL_ERROR();

        glLogicOp(GL_XOR);
        CHECK_GL_ERROR();

        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
        CHECK_GL_ERROR();
    }
}

void OpenGLSalGraphicsImpl::PostDraw()
{
    if (mbXORMode)
    {
        glDisable(GL_COLOR_LOGIC_OP);
        CHECK_GL_ERROR();
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        CHECK_GL_ERROR();
    }

    if( mpProgram )
    {
        mpProgram->Clean();
        mpProgram = nullptr;
#ifdef DBG_UTIL
        mProgramIsSolidColor = false;
#endif
    }

    assert (maOffscreenTex);

    // Always queue the flush.
    if( !IsOffscreen() )
        flush();

    OpenGLZone::leave();
}

void OpenGLSalGraphicsImpl::PostBatchDraw()
{
    if (IsOffscreen())
        return;

    if (!mpFlush->IsActive())
        mpFlush->Start();
}

void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset)
{
    mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset);
}

void OpenGLSalGraphicsImpl::freeResources()
{
    // TODO Delete shaders, programs and textures if not shared
    if( mpContext.is() && mpContext->isInitialized() )
    {
        VCL_GL_INFO( "freeResources" );
        mpContext->makeCurrent();
        FlushDeferredDrawing();
        mpContext->ReleaseFramebuffer( maOffscreenTex );
    }
    ReleaseContext();
}

void OpenGLSalGraphicsImpl::ImplSetClipBit( const vcl::Region& rClip, GLuint nMask )
{
    mpContext->state().scissor().disable();
    mpContext->state().stencil().enable();

    VCL_GL_INFO( "Adding complex clip / stencil" );
    GLuint nStencil = maOffscreenTex.StencilId();
    if( nStencil == 0 )
    {
        nStencil = maOffscreenTex.AddStencil();
        glFramebufferRenderbuffer(
            GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
            GL_RENDERBUFFER, nStencil );
        CHECK_GL_ERROR();
    }
    // else - we associated the stencil in
    //        AcquireFrameBuffer / AttachTexture

    CHECK_GL_ERROR();
    glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
    CHECK_GL_ERROR();
    glStencilMask( nMask );
    CHECK_GL_ERROR();
    glStencilFunc( GL_NEVER, nMask, 0xFF );
    CHECK_GL_ERROR();
    glStencilOp( GL_REPLACE, GL_KEEP, GL_KEEP );
    CHECK_GL_ERROR();

    glClear( GL_STENCIL_BUFFER_BIT );
    CHECK_GL_ERROR();
    if( UseSolid( Color( 0xFF, 0xFF, 0xFF ) ) )
    {
        if( rClip.getRegionBand() )
            DrawRegionBand( *rClip.getRegionBand() );
        else
            DrawPolyPolygon( rClip.GetAsB2DPolyPolygon(), true );
    }

    glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
    CHECK_GL_ERROR();
    glStencilMask( 0x00 );
    CHECK_GL_ERROR();

    mpContext->state().stencil().disable();
}

void OpenGLSalGraphicsImpl::ImplInitClipRegion()
{
    // make sure the context has the right clipping set
    if (maClipRegion != mpContext->maClipRegion)
    {
        mpContext->maClipRegion = maClipRegion;
        if (mbUseStencil)
        {
            ImplSetClipBit(maClipRegion, 0x01);
        }
    }

    if (mbUseScissor)
    {
        tools::Rectangle aRect(maClipRegion.GetBoundRect());
        mpContext->state().scissor().set(aRect.Left(), GetHeight() - aRect.Bottom() - 1, aRect.GetWidth(), aRect.GetHeight());
        mpContext->state().scissor().enable();
    }
    else
    {
        mpContext->state().scissor().disable();
    }

    if (mbUseStencil)
    {
        glStencilFunc( GL_EQUAL, 1, 0x1 );
        CHECK_GL_ERROR();
        mpContext->state().stencil().enable();
    }
    else
    {
        mpContext->state().stencil().disable();
    }
}

const vcl::Region& OpenGLSalGraphicsImpl::getClipRegion() const
{
    return maClipRegion;
}

bool OpenGLSalGraphicsImpl::setClipRegion( const vcl::Region& rClip )
{
    if (maClipRegion == rClip)
    {
         VCL_GL_INFO("::setClipRegion (no change) " << rClip);
         return true;
    }

    FlushDeferredDrawing();

    VCL_GL_INFO("::setClipRegion " << rClip);

    maClipRegion = rClip;

    mbUseStencil = false;
    mbUseScissor = false;
    if (maClipRegion.IsRectangle())
        mbUseScissor = true;
    else if (!maClipRegion.IsEmpty())
        mbUseStencil = true;

    return true;
}

// set the clip region to empty
void OpenGLSalGraphicsImpl::ResetClipRegion()
{
    if (maClipRegion.IsEmpty())
    {
        VCL_GL_INFO("::ResetClipRegion (no change) ");
        return;
    }

    FlushDeferredDrawing();

    VCL_GL_INFO("::ResetClipRegion");

    maClipRegion.SetEmpty();
    mbUseScissor = false;
    mbUseStencil = false;
}

// get the depth of the device
sal_uInt16 OpenGLSalGraphicsImpl::GetBitCount() const
{
    return 32;
}

// get the width of the device
long OpenGLSalGraphicsImpl::GetGraphicsWidth() const
{
    return GetWidth();
}

// set the line color to transparent (= don't draw lines)
void OpenGLSalGraphicsImpl::SetLineColor()
{
    if( mnLineColor != SALCOLOR_NONE )<--- Condition 'mnLineColor!=SALCOLOR_NONE' is redundant
    {
        mnLineColor = SALCOLOR_NONE;<--- Assignment 'mnLineColor=SALCOLOR_NONE'
    }
}

// set the line color to a specific color
void OpenGLSalGraphicsImpl::SetLineColor( Color nColor )
{
    if( mnLineColor != nColor )<--- Condition 'mnLineColor!=nColor' is redundant
    {
        mnLineColor = nColor;<--- Assignment 'mnLineColor=nColor'
    }
}

// set the fill color to transparent (= don't fill)
void OpenGLSalGraphicsImpl::SetFillColor()
{
    if( mnFillColor != SALCOLOR_NONE )<--- Condition 'mnFillColor!=SALCOLOR_NONE' is redundant
    {
        mnFillColor = SALCOLOR_NONE;<--- Assignment 'mnFillColor=SALCOLOR_NONE'
    }
}

// set the fill color to a specific color, shapes will be
// filled accordingly
void OpenGLSalGraphicsImpl::SetFillColor( Color nColor )
{
    if( mnFillColor != nColor )<--- Condition 'mnFillColor!=nColor' is redundant
    {
        mnFillColor = nColor;<--- Assignment 'mnFillColor=nColor'
    }
}

// enable/disable XOR drawing
void OpenGLSalGraphicsImpl::SetXORMode( bool bSet, bool )
{
    if (mbXORMode != bSet)
    {
        FlushDeferredDrawing();
        mbXORMode = bSet;
    }
}

void OpenGLSalGraphicsImpl::SetROPLineColor(SalROPColor nROPColor)
{
    switch (nROPColor)
    {
        case SalROPColor::N0:
            mnLineColor = Color(0, 0, 0);
            break;
        case SalROPColor::N1:
            mnLineColor = Color(0xff, 0xff, 0xff);
            break;
        case SalROPColor::Invert:
            mnLineColor = Color(0xff, 0xff, 0xff);
            break;
    }
}

void OpenGLSalGraphicsImpl::SetROPFillColor(SalROPColor nROPColor)
{
    switch (nROPColor)
    {
        case SalROPColor::N0:
            mnFillColor = Color(0, 0, 0);
            break;
        case SalROPColor::N1:
            mnFillColor = Color(0xff, 0xff, 0xff);
            break;
        case SalROPColor::Invert:
            mnFillColor = Color(0xff, 0xff, 0xff);
            break;
    }
}

void OpenGLSalGraphicsImpl::CheckOffscreenTexture()
{
    bool bClearTexture = false;

    VCL_GL_INFO( "Check Offscreen texture" );

    // Always create the offscreen texture
    if( maOffscreenTex )
    {
        if( maOffscreenTex.GetWidth()  != GetWidth() ||
            maOffscreenTex.GetHeight() != GetHeight() )
        {
            VCL_GL_INFO( "re-size offscreen texture " << maOffscreenTex.Id() );
            mpFlush->SetPriority( TaskPriority::POST_PAINT );
            mpContext->ReleaseFramebuffer( maOffscreenTex );
            maOffscreenTex = OpenGLTexture();
        }
    }

    if( !maOffscreenTex )
    {
        VCL_GL_INFO( "create texture of size "
                     << GetWidth() << " x " << GetHeight() );
        maOffscreenTex = OpenGLTexture( GetWidth(), GetHeight() );
        bClearTexture = true;
    }

    if( !maOffscreenTex.IsUnique() )
    {
        GLfloat fWidth = GetWidth();
        GLfloat fHeight = GetHeight();
        SalTwoRect aPosAry(0, 0, fWidth, fHeight, 0,0, fWidth, fHeight);

        // TODO: lfrb: User GL_ARB_copy_image?
        OpenGLTexture aNewTex( GetWidth(), GetHeight() );

        mpContext->state().scissor().disable();
        mpContext->state().stencil().disable();

        mpContext->AcquireFramebuffer( aNewTex );
        DrawTexture( maOffscreenTex, aPosAry );
        maOffscreenTex = aNewTex;
    }
    else
    {
        mpContext->AcquireFramebuffer( maOffscreenTex );
        CHECK_GL_ERROR();

        if( bClearTexture )
        {
            glDrawBuffer( GL_COLOR_ATTACHMENT0 );
#if OSL_DEBUG_LEVEL > 0 // lets have some red debugging background.
            GLfloat const clearColor[4] = { 1.0, 0, 0, 0 };
#else
            GLfloat const clearColor[4] = { 1.0, 1.0, 1.0, 0 };
#endif
            glClearBufferfv( GL_COLOR, 0, clearColor );
            // FIXME: use glClearTexImage if we have it ?
        }
    }

    assert( maOffscreenTex );

    CHECK_GL_ERROR();
}

bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble )
{
    if( mpProgram != nullptr )
        mpProgram->Clean();
    mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader, preamble );
#ifdef DBG_UTIL
    mProgramIsSolidColor = false; // UseSolid() will set to true if needed
#endif
    return ( mpProgram != nullptr );
}

bool OpenGLSalGraphicsImpl::UseSolid( Color nColor, sal_uInt8 nTransparency )
{
    if( nColor == SALCOLOR_NONE )
        return false;
    UseSolid();
    mpProgram->SetColor( "color", nColor, nTransparency );
#ifdef DBG_UTIL
    mProgramIsSolidColor = true;
#endif
    mProgramSolidColor = nColor;
    mProgramSolidTransparency = nTransparency / 100.0;

    return true;
}

bool OpenGLSalGraphicsImpl::UseSolid( Color nColor, double fTransparency )
{
    if( nColor == SALCOLOR_NONE )
        return false;
    UseSolid();
    mpProgram->SetColorf( "color", nColor, fTransparency );
#ifdef DBG_UTIL
    mProgramIsSolidColor = true;
#endif
    mProgramSolidColor = nColor;
    mProgramSolidTransparency = fTransparency;
    return true;
}

void OpenGLSalGraphicsImpl::UseSolid()
{
    if (!UseProgram("combinedVertexShader", "combinedFragmentShader"))
        return;
    mpProgram->SetShaderType(DrawShaderType::Normal);
}

bool OpenGLSalGraphicsImpl::UseInvert50()
{
    return UseProgram( "dumbVertexShader", "invert50FragmentShader" );
}

bool OpenGLSalGraphicsImpl::UseSolid( Color nColor )
{
    return UseSolid( nColor, 0.0f );
}

bool OpenGLSalGraphicsImpl::UseInvert( SalInvert nFlags )
{
    OpenGLZone aZone;

    if( ( nFlags & SalInvert::N50 ) ||
        ( nFlags & SalInvert::TrackFrame ) )
    {
        // FIXME: Trackframe really should be 2 pix. on/off stipple.
        if( !UseInvert50() )
            return false;
        mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR,
                                 GL_ONE_MINUS_SRC_COLOR );
    }
    else
    {
        if( !UseSolid( Color( 255, 255, 255 ) ) )
            return false;
        mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ZERO );
    }
    return true;
}

void OpenGLSalGraphicsImpl::DrawLineSegment(float x1, float y1, float x2, float y2)
{
    std::vector<GLfloat> aVertices;
    std::vector<GLfloat> aExtrusionVectors;

    OpenGLZone aZone;

    glm::vec2 aPoint1(x1, y1);
    glm::vec2 aPoint2(x2, y2);

    glm::vec2 aLineVector = vcl::vertex::normalize(aPoint2 - aPoint1);
    glm::vec2 aNormal(-aLineVector.y, aLineVector.x);

    vcl::vertex::addLineSegmentVertices(aVertices, aExtrusionVectors,
                                        aPoint1, aNormal, 1.0f,
                                        aPoint2, aNormal, 1.0f);

    ApplyProgramMatrices(0.5f);
    mpProgram->SetExtrusionVectors(aExtrusionVectors.data());
    mpProgram->DrawArrays(GL_TRIANGLES, aVertices);

    CHECK_GL_ERROR();
}

bool OpenGLSalGraphicsImpl::UseLine(Color nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA)
{
    if( nColor == SALCOLOR_NONE )
        return false;
    UseLine(fLineWidth, bUseAA);
    mpProgram->SetColorf("color", nColor, fTransparency);
#ifdef DBG_UTIL
    mProgramIsSolidColor = true;
#endif
    mProgramSolidColor = nColor;
    mProgramSolidTransparency = fTransparency;
    return true;
}

void OpenGLSalGraphicsImpl::UseLine(GLfloat fLineWidth, bool bUseAA)
{
    if (!UseProgram("combinedVertexShader", "combinedFragmentShader"))
        return;
    mpProgram->SetShaderType(DrawShaderType::Line);
    mpProgram->SetUniform1f("line_width", fLineWidth);
    // The width of the feather - area we make linearly transparent in VS.
    // Good AA value is 0.5f, no AA if feather 0.0f
    mpProgram->SetUniform1f("feather", bUseAA ? 0.5f : 0.0f);
    // We need blending or AA won't work correctly
    mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA )
{
    OpenGLZone aZone;

    std::vector<GLfloat> aVertices(nPoints * 2);
    sal_uInt32 i, j;

    for( i = 0, j = 0; i < nPoints; i++, j += 2 )
    {
        aVertices[j]   = GLfloat(pPtAry[i].mnX);
        aVertices[j+1] = GLfloat(pPtAry[i].mnY);
    }

    ApplyProgramMatrices();
    std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
    mpProgram->SetExtrusionVectors(aExtrusion.data());
    mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
    CHECK_GL_ERROR();

    if( !blockAA && mrParent.getAntiAliasB2DDraw())
    {
        // Make the edges antialiased by drawing the edge lines again with AA.
        // TODO: If transparent drawing is set up, drawing the lines themselves twice
        // may be a problem, if that is a real problem, the polygon areas itself needs to be
        // masked out for this or something.
#ifdef DBG_UTIL
        assert( mProgramIsSolidColor );
#endif
        Color lastSolidColor = mProgramSolidColor;
        double lastSolidTransparency = mProgramSolidTransparency;
        if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
        {
            for( i = 0; i < nPoints; ++i )
            {
                const SalPoint& rPt1 = pPtAry[ i ];
                const SalPoint& rPt2 = pPtAry[ ( i + 1 ) % nPoints ];
                DrawLineSegment(rPt1.mnX, rPt1.mnY, rPt2.mnX, rPt2.mnY);
            }
            UseSolid( lastSolidColor, lastSolidTransparency );
        }
    }
}

void OpenGLSalGraphicsImpl::DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA )
{
    OpenGLZone aZone;

    sal_uInt16 nPoints = rPolygon.GetSize() - 1;
    std::vector<GLfloat> aVertices(nPoints * 2);
    sal_uInt32 i, j;

    for( i = 0, j = 0; i < nPoints; i++, j += 2 )
    {
        const Point& rPt = rPolygon.GetPoint( i );
        aVertices[j]   = GLfloat(rPt.X());
        aVertices[j+1] = GLfloat(rPt.Y());
    }

    ApplyProgramMatrices();
    std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
    mpProgram->SetExtrusionVectors(aExtrusion.data());
    mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
    CHECK_GL_ERROR();

    if( !blockAA && mrParent.getAntiAliasB2DDraw())
    {
        // Make the edges antialiased by drawing the edge lines again with AA.
        // TODO: If transparent drawing is set up, drawing the lines themselves twice
        // may be a problem, if that is a real problem, the polygon areas itself needs to be
        // masked out for this or something.
#ifdef DBG_UTIL
        assert( mProgramIsSolidColor );
#endif
        Color lastSolidColor = mProgramSolidColor;
        double lastSolidTransparency = mProgramSolidTransparency;
        if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
        {
            for( i = 0; i < nPoints; ++i )
            {
                const Point& rPt1 = rPolygon.GetPoint( i );
                const Point& rPt2 = rPolygon.GetPoint(( i + 1 ) % nPoints );
                DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY());
            }
            UseSolid( lastSolidColor, lastSolidTransparency );
        }
    }
}

void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA )
{
    OpenGLZone aZone;

    const basegfx::B2DPolygon& rPolygon = trapezoid.getB2DPolygon();
    sal_uInt16 nPoints = rPolygon.count();
    std::vector<GLfloat> aVertices(nPoints * 2);
    sal_uInt32 i, j;

    for( i = 0, j = 0; i < nPoints; i++, j += 2 )
    {
        const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i );
        aVertices[j]   = GLfloat(rPt.getX());
        aVertices[j+1] = GLfloat(rPt.getY());
    }

    if (!mpProgram)
    {
        SAL_WARN("vcl.opengl", "OpenGLSalGraphicsImpl::DrawTrapezoid: mpProgram is 0");
        return;
    }

    ApplyProgramMatrices();
    std::vector<GLfloat> aExtrusion(nPoints * 3, 0);
    mpProgram->SetExtrusionVectors(aExtrusion.data());
    mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
    CHECK_GL_ERROR();

    if( !blockAA && mrParent.getAntiAliasB2DDraw())
    {
        // Make the edges antialiased by drawing the edge lines again with AA.
        // TODO: If transparent drawing is set up, drawing the lines themselves twice
        // may be a problem, if that is a real problem, the polygon areas itself needs to be
        // masked out for this or something.
#ifdef DBG_UTIL
        assert( mProgramIsSolidColor );
#endif
        Color lastSolidColor = mProgramSolidColor;
        double lastSolidTransparency = mProgramSolidTransparency;
        if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true))
        {
            for( i = 0; i < nPoints; ++i )
            {
                const basegfx::B2DPoint& rPt1 = rPolygon.getB2DPoint( i );
                const basegfx::B2DPoint& rPt2 = rPolygon.getB2DPoint(( i + 1 ) % nPoints );
                DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY());
            }
            UseSolid( lastSolidColor, lastSolidTransparency );
        }
    }
}

void OpenGLSalGraphicsImpl::DrawRect( long nX, long nY, long nWidth, long nHeight )
{
    long nX1( nX );
    long nY1( nY );
    long nX2( nX + nWidth );
    long nY2( nY + nHeight );
    const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 },
                                 { nX2, nY1 }, { nX2, nY2 }};

    DrawConvexPolygon( 4, aPoints, true );
}

void OpenGLSalGraphicsImpl::DrawRect( const tools::Rectangle& rRect )
{
    long nX1( rRect.Left() );
    long nY1( rRect.Top() );
    long nX2( rRect.Right() );
    long nY2( rRect.Bottom() );
    const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 },
                                 { nX2, nY1 }, { nX2, nY2 }};

    DrawConvexPolygon( 4, aPoints, true );
}

void OpenGLSalGraphicsImpl::DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
    basegfx::B2DPolygon aPolygon;

    for( sal_uInt32 i = 0; i < nPoints; i++ )
        aPolygon.append( basegfx::B2DPoint( pPtAry[i].mnX, pPtAry[i].mnY ) );
    aPolygon.setClosed( true );

    if( basegfx::utils::isConvex( aPolygon ) )
    {
        if( nPoints > 2 )
            DrawConvexPolygon( nPoints, pPtAry );
    }
    else
    {
        const basegfx::B2DPolyPolygon aPolyPolygon( aPolygon );
        DrawPolyPolygon( aPolyPolygon );
    }
}

void OpenGLSalGraphicsImpl::DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA )
{
    const basegfx::B2DPolyPolygon& aSimplePolyPolygon = ::basegfx::utils::solveCrossovers( rPolyPolygon );
    basegfx::B2DTrapezoidVector aB2DTrapVector;
    basegfx::utils::trapezoidSubdivide( aB2DTrapVector, aSimplePolyPolygon );
    // draw tessellation result
    for(const basegfx::B2DTrapezoid & i : aB2DTrapVector)
        DrawTrapezoid( i, blockAA );
}

void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion )
{
    OpenGLZone aZone;

    RectangleVector aRects;
    std::vector<GLfloat> aVertices;
    rRegion.GetRegionRectangles( aRects );

    if( aRects.empty() )
        return;

#define ADD_VERTICE(pt) \
    aVertices.push_back(GLfloat(pt.X())); \
    aVertices.push_back(GLfloat(pt.Y()));

    for(tools::Rectangle & rRect : aRects)
    {
        rRect.AdjustBottom(1 );
        rRect.AdjustRight(1 );
        ADD_VERTICE( rRect.TopLeft() );
        ADD_VERTICE( rRect.TopRight() );
        ADD_VERTICE( rRect.BottomLeft() );
        ADD_VERTICE( rRect.BottomLeft() );
        ADD_VERTICE( rRect.TopRight() );
        ADD_VERTICE( rRect.BottomRight() );
    }
#undef ADD_VERTICE
    std::vector<GLfloat> aExtrusion(aRects.size() * 6 * 3, 0);
    mpProgram->SetExtrusionVectors(aExtrusion.data());
    ApplyProgramMatrices();
    mpProgram->DrawArrays(GL_TRIANGLES, aVertices);
    CHECK_GL_ERROR();
}

void OpenGLSalGraphicsImpl::DrawTextureRect( const SalTwoRect& rPosAry )
{
    OpenGLZone aZone;

    SAL_INFO("vcl.opengl", "draw texture rect");

    long nX = rPosAry.mnDestX;
    long nY = rPosAry.mnDestY;
    long nWidth  = rPosAry.mnDestWidth;
    long nHeight = rPosAry.mnDestHeight;

    std::vector<GLfloat> aVertices;
    aVertices.reserve(8);
    vcl::vertex::addRectangle<GL_TRIANGLE_FAN>(aVertices, nX, nY, nX + nWidth, nY + nHeight);

    ApplyProgramMatrices();
    mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);
    CHECK_GL_ERROR();
}

void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted )
{
    OpenGLZone aZone;

    SAL_INFO("vcl.opengl", "draw texture");

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::Normal);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetTexture("texture", rTexture);

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetMaskCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    DrawTextureRect( rPosAry );
    mpProgram->Clean();
}

namespace {

bool scaleTexture(const rtl::Reference< OpenGLContext > &xContext,
    OpenGLTexture& rOutTexture, const double& ixscale, const double& iyscale, OpenGLTexture& rTexture)
{
    int nWidth = rTexture.GetWidth();
    int nHeight = rTexture.GetHeight();
    if (nWidth == 0 || nHeight == 0)
        return false;

    int nNewWidth = nWidth / ixscale;
    int nNewHeight = nHeight / iyscale;

    OString sUseReducedRegisterVariantDefine;
    if (xContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters)
        sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n");

    OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", "areaScaleFragmentShader", sUseReducedRegisterVariantDefine);
    if (pProgram == nullptr)
        return false;

    OpenGLTexture aScratchTex(nNewWidth, nNewHeight);
    OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aScratchTex);

    // From OpenGLSalBitmap::ImplScaleArea().
    pProgram->SetUniform1f("xscale", ixscale);
    pProgram->SetUniform1f("yscale", iyscale);
    pProgram->SetUniform1i("swidth", nWidth);
    pProgram->SetUniform1i("sheight", nHeight);
    // For converting between <0,nWidth> and <0.0,1.0> coordinate systems.
    GLfloat srcCoords[ 8 ];
    rTexture.GetWholeCoord( srcCoords );
    pProgram->SetUniform1f( "xoffset", srcCoords[ 0 ] );
    pProgram->SetUniform1f( "yoffset", srcCoords[ 1 ] );
    pProgram->SetUniform1f( "xtopixelratio", nNewWidth / ( srcCoords[ 4 ] - srcCoords[ 0 ] ));
    pProgram->SetUniform1f( "ytopixelratio", nNewHeight / ( srcCoords[ 5 ] - srcCoords[ 1 ] ));
    pProgram->SetUniform1f( "xfrompixelratio", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth );
    pProgram->SetUniform1f( "yfrompixelratio", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight );

    pProgram->SetTexture("sampler", rTexture);
    pProgram->DrawTexture(rTexture);
    pProgram->Clean();

    OpenGLContext::ReleaseFramebuffer(pFramebuffer);

    CHECK_GL_ERROR();

    rOutTexture = aScratchTex;
    return true;
}

}

void OpenGLSalGraphicsImpl::DrawTransformedTexture(
    OpenGLTexture& rTexture,
    OpenGLTexture& rMask,
    const basegfx::B2DPoint& rNull,
    const basegfx::B2DPoint& rX,
    const basegfx::B2DPoint& rY )
{
    OpenGLZone aZone;

    std::vector<GLfloat> aVertices = {
        0, GLfloat(rTexture.GetHeight()),
        0, 0,
        GLfloat(rTexture.GetWidth()), 0,
        GLfloat(rTexture.GetWidth()), GLfloat(rTexture.GetHeight())
    };

    GLfloat aTexCoord[8];

    const long nDestWidth = basegfx::fround(basegfx::B2DVector(rX - rNull).getLength());
    const long nDestHeight = basegfx::fround(basegfx::B2DVector(rY - rNull).getLength());

    // Invisibly small images shouldn't divide by zero.
    if( nDestHeight == 0 || nDestWidth == 0 )
        return;

    // inverted scale ratios
    double ixscale = rTexture.GetWidth()  / double(nDestWidth);
    double iyscale = rTexture.GetHeight() / double(nDestHeight);

    // If downscaling at a higher scale ratio, use the area scaling algorithm rather
    // than plain OpenGL's scaling (texture mapping), for better results.
    // See OpenGLSalBitmap::ImplScaleArea().
    bool areaScaling = false;
    bool fastAreaScaling = false;

    OString sUseReducedRegisterVariantDefine;
    if (mpContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters)
        sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n");

    OUString textureFragmentShader;
    if( ixscale >= 2 && iyscale >= 2 )  // scale ratio less than 50%
    {
        areaScaling = true;
        fastAreaScaling = ( ixscale == std::trunc( ixscale ) && iyscale == std::trunc( iyscale ));
        // The generic case has arrays only up to 16 ratio downscaling and is performed in 2 passes,
        // when the ratio is in the 16-100 range, which is hopefully enough in practice, but protect
        // against buffer overflows in case such an extreme case happens (and in such case the precision
        // of the generic algorithm probably doesn't matter anyway).
        if( ixscale > 100 || iyscale > 100 )
            fastAreaScaling = true;
        if( fastAreaScaling )
            textureFragmentShader = "areaScaleFastFragmentShader";
        else
            textureFragmentShader = "areaScaleFragmentShader";
    }

    OpenGLTexture aInTexture = rTexture;
    OpenGLTexture aInMask = rMask;

    // When using the area scaling algorithm we need to reduce the texture size in 2 passes
    // in order to not use a big array inside the fragment shader.
    if (areaScaling && !fastAreaScaling)
    {
        // Perform a first texture downscaling by an inverted scale ratio equal to
        // the square root of the whole inverted scale ratio.
        if (ixscale > 16 || iyscale > 16)
        {
            // The scissor area is set to the current window size in PreDraw,
            // so if we do not disable the scissor test, the texture produced
            // by the first downscaling is clipped to the current window size.
            mpContext->state().scissor().disable();
            mpContext->state().stencil().disable();

            // the square root of the whole inverted scale ratio
            double ixscalesqrt = std::floor(std::sqrt(ixscale));
            double iyscalesqrt = std::floor(std::sqrt(iyscale));
            ixscale /= ixscalesqrt; // second pass inverted x-scale factor
            iyscale /= iyscalesqrt; // second pass inverted y-scale factor

            scaleTexture(mpContext, aInTexture, ixscalesqrt, iyscalesqrt, rTexture);

            if (rMask) // we need to downscale the mask too
            {
                scaleTexture(mpContext, aInMask, ixscalesqrt, iyscalesqrt, rMask);
            }

            // We need to re-acquire the off-screen texture.
            CheckOffscreenTexture();
            CHECK_GL_ERROR();

            // Re-enable scissor and stencil tests if needed.
            if (mbUseScissor)
                mpContext->state().scissor().enable();

            if (mbUseStencil)
                mpContext->state().stencil().enable();
        }
    }

    if( aInMask  )
    {
        if( !UseProgram( "transformedTextureVertexShader",
                textureFragmentShader.isEmpty() ? "maskedTextureFragmentShader" : textureFragmentShader,
                "#define MASKED\n" + sUseReducedRegisterVariantDefine))
            return;
        mpProgram->SetTexture( "mask", aInMask );
        GLfloat aMaskCoord[8];
        aInMask.GetWholeCoord(aMaskCoord);
        mpProgram->SetMaskCoord(aMaskCoord);
        aInMask.SetFilter( GL_LINEAR );
        mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    }
    else
    {
        if( !UseProgram( "transformedTextureVertexShader",
                textureFragmentShader.isEmpty() ? "textureFragmentShader" : textureFragmentShader,
                sUseReducedRegisterVariantDefine))
            return;
    }

    if(areaScaling)
    {
        int nWidth = aInTexture.GetWidth();
        int nHeight = aInTexture.GetHeight();

        // From OpenGLSalBitmap::ImplScaleArea().
        if (fastAreaScaling && nWidth && nHeight)
        {
            mpProgram->SetUniform1i( "xscale", ixscale );
            mpProgram->SetUniform1i( "yscale", iyscale );
            GLfloat srcCoords[ 8 ];
            aInTexture.GetWholeCoord( srcCoords );
            mpProgram->SetUniform1f( "xstep", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth );
            mpProgram->SetUniform1f( "ystep", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight );
            mpProgram->SetUniform1f( "ratio", 1.0 / ( ixscale * iyscale ));
        }
        else if (nHeight > 1 && nWidth > 1)
        {
            mpProgram->SetUniform1f( "xscale", ixscale );
            mpProgram->SetUniform1f( "yscale", iyscale );
            mpProgram->SetUniform1i( "swidth", nWidth );
            mpProgram->SetUniform1i( "sheight", nHeight );
            // For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems.
            GLfloat srcCoords[ 8 ];
            aInTexture.GetWholeCoord( srcCoords );
            mpProgram->SetUniform1f( "xoffset", srcCoords[ 0 ] );
            mpProgram->SetUniform1f( "yoffset", srcCoords[ 1 ] );
            mpProgram->SetUniform1f( "xtopixelratio", ( nWidth / ixscale ) / ( srcCoords[ 4 ] - srcCoords[ 0 ] ));
            mpProgram->SetUniform1f( "ytopixelratio", ( nHeight / iyscale ) / ( srcCoords[ 5 ] - srcCoords[ 1 ] ));
            mpProgram->SetUniform1f( "xfrompixelratio", ( srcCoords[ 4 ] - srcCoords[ 0 ] ) / nWidth );
            mpProgram->SetUniform1f( "yfrompixelratio", ( srcCoords[ 5 ] - srcCoords[ 1 ] ) / nHeight );
        }
    }

    ApplyProgramMatrices();
    mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() );
    // Here, in order to get the correct transformation we need to pass the original texture,
    // since it has been used for initializing the rectangle vertices.
    mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY );
    aInTexture.GetWholeCoord(aTexCoord);
    mpProgram->SetTexture("sampler", aInTexture);
    aInTexture.SetFilter(GL_LINEAR);
    mpProgram->SetTextureCoord( aTexCoord );
    mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices);

    CHECK_GL_ERROR();
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied )
{
    OpenGLZone aZone;

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::Normal);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetTexture("texture", rTexture);
    mpProgram->SetBlendMode( bPremultiplied ? GL_ONE : GL_SRC_ALPHA,
                             GL_ONE_MINUS_SRC_ALPHA );

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetMaskCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    DrawTextureRect( rPosAry );
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted )
{
    OpenGLZone aZone;

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::Diff);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetTexture( "texture", rTexture );
    mpProgram->SetTexture( "mask", rMask );
    mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry, bInverted);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    GLfloat aMaskCoord[8];
    rMask.GetCoord(aMaskCoord, rPosAry, bInverted);
    mpProgram->SetMaskCoord(aMaskCoord);

    DrawTextureRect( rPosAry );
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry )
{
    OpenGLZone aZone;

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::Masked);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetTexture( "texture", rTexture );
    mpProgram->SetTexture( "mask", rMask );
    mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    GLfloat aMaskCoord[8];
    rMask.GetCoord(aMaskCoord, rPosAry);
    mpProgram->SetMaskCoord(aMaskCoord);

    DrawTextureRect(rPosAry);
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry )
{
    OpenGLZone aZone;

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::Blend);
    mpProgram->SetTexture( "texture", rTexture );
    mpProgram->SetTexture( "mask", rMask );
    mpProgram->SetTexture( "alpha", rAlpha );

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry);
    mpProgram->SetTextureCoord(aTexCoord);

    GLfloat aAlphaCoord[8];
    rAlpha.GetCoord(aAlphaCoord, rPosAry);
    mpProgram->SetAlphaCoord(aAlphaCoord);

    GLfloat aMaskCoord[8];
    rMask.GetCoord(aMaskCoord, rPosAry);
    mpProgram->SetMaskCoord(aMaskCoord);

    mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    DrawTextureRect( rPosAry );
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, Color nMaskColor, const SalTwoRect& rPosAry )
{
    OpenGLZone aZone;

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return;
    mpProgram->SetShaderType(TextureShaderType::MaskedColor);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetColor( "color", nMaskColor, 0 );
    mpProgram->SetTexture("texture", rMask);

    GLfloat aTexCoord[8];
    rMask.GetCoord(aTexCoord, rPosAry);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetMaskCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    DrawTextureRect(rPosAry);
    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters)
{
    if (!UseProgram("combinedVertexShader", "combinedFragmentShader", "#define USE_VERTEX_COLORS"))
        return;

    mpProgram->SetShaderType(eType);
    mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    ApplyProgramMatrices(0.5f);

    vcl::VertexBufferObject<Vertex> vbo;
    vbo.upload(rParameters.maVertices);

    GLuint positionAttrib = SAL_MAX_UINT32;
    GLuint colorAttrib = SAL_MAX_UINT32;
    GLuint lineDataAttrib = SAL_MAX_UINT32;

    mpProgram->SetVertexAttrib(positionAttrib, "position", 2, GL_FLOAT, GL_FALSE,
                               sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));

    mpProgram->SetVertexAttrib(colorAttrib, "vertex_color_in", 4, GL_FLOAT, GL_FALSE,
                               sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, color)));

    mpProgram->SetVertexAttrib(lineDataAttrib, "extrusion_vectors", 4, GL_FLOAT, GL_FALSE,
                               sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, lineData)));

    vcl::IndexBufferObject ibo;
    ibo.upload(rParameters.maIndices);
    ibo.bind();

    mpProgram->DrawElements(GL_TRIANGLES, rParameters.maIndices.size());
    CHECK_GL_ERROR();

    mpProgram->Clean();
}

void OpenGLSalGraphicsImpl::FlushDeferredDrawing()
{
    if (mpRenderList->empty())
        return;

    VCL_GL_INFO("FlushDeferredDrawing: " << mpRenderList->getEntries().size());

    InitializePreDrawState(XOROption::IMPLEMENT_XOR);

    OpenGLZone aZone;
    for (RenderEntry& rRenderEntry : mpRenderList->getEntries())
    {
        if (rRenderEntry.hasTriangles())
        {
            RenderParameters& rParameters = rRenderEntry.maTriangleParameters;
            VCL_GL_INFO("Flush Triangles: " << rParameters.maVertices.size());
            FlushLinesOrTriangles(DrawShaderType::Normal, rParameters);
        }
        if (rRenderEntry.hasLines())
        {
            RenderParameters& rParameters = rRenderEntry.maLineParameters;
            VCL_GL_INFO("Flush Lines: " << rParameters.maVertices.size());
            FlushLinesOrTriangles(DrawShaderType::Line, rParameters);
        }
        if (rRenderEntry.hasTextures() && UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader", "#define USE_VERTEX_COLORS"))
        {
            mpProgram->SetShaderType(TextureShaderType::MaskedColor);
            mpProgram->SetIdentityTransform("transform");
            mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

            for (auto& rPair : rRenderEntry.maTextureParametersMap)
            {
                RenderTextureParameters& rParameters = rPair.second;
                mpProgram->SetTexture("texture", rParameters.maTexture);
                ApplyProgramMatrices();
                mpProgram->SetTextureCoord(rParameters.maTextureCoords.data());
                mpProgram->SetMaskCoord(rParameters.maTextureCoords.data());
                mpProgram->SetAlphaCoord(rParameters.maTextureCoords.data());
                mpProgram->SetVertexColors(rParameters.maColors);
                mpProgram->DrawArrays(GL_TRIANGLES, rParameters.maVertices);
                CHECK_GL_ERROR();
            }
            mpProgram->Clean();
        }
    }

    mpRenderList->clear();
    PostDraw();

    VCL_GL_INFO("End FlushDeferredDrawing");
}

void OpenGLSalGraphicsImpl::DrawLinearGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
    OpenGLZone aZone;

    if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) )
        return;
    Color aStartCol = rGradient.GetStartColor();
    Color aEndCol = rGradient.GetEndColor();
    long nFactor = rGradient.GetStartIntensity();
    mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
    nFactor = rGradient.GetEndIntensity();
    mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );

    tools::Rectangle aBoundRect;
    Point aCenter;
    rGradient.GetBoundRect( rRect, aBoundRect, aCenter );
    tools::Polygon aPoly( aBoundRect );
    aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 );

    GLfloat aTexCoord[8] = { 0, 1, 1, 1, 1, 0, 0, 0 };
    GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder());
    aTexCoord[5] = aTexCoord[7] = fMin;
    mpProgram->SetTextureCoord( aTexCoord );
    DrawConvexPolygon( aPoly, true );
}

void OpenGLSalGraphicsImpl::DrawAxialGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
    OpenGLZone aZone;

    if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) )
        return;
    Color aStartCol = rGradient.GetStartColor();
    Color aEndCol = rGradient.GetEndColor();
    long nFactor = rGradient.GetStartIntensity();
    mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
    nFactor = rGradient.GetEndIntensity();
    mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );

    /**
     * Draw two rectangles with linear gradient.
     *
     *  1 *---* 2
     *    |  /|
     *    | / |     Points 0 and 3 have start color
     *  0 |/__| 3   Points 1, 2, 4 and 5 have end color
     *    |\  |
     *    | \ |
     *    |  \|
     *  5 *---* 4
     *
     */

    tools::Rectangle aRect;
    Point aCenter;
    rGradient.GetBoundRect( rRect, aRect, aCenter );

    // determine points 0 and 3
    Point aPt0( aRect.Left(), (aRect.Top() + aRect.Bottom() + 1) / 2 );
    Point aPt3( aRect.Right(), (aRect.Top() + aRect.Bottom() + 1) / 2 );

    tools::Polygon aPoly( 7 );
    aPoly.SetPoint( aPt0,                0 );
    aPoly.SetPoint( aRect.TopLeft(),     1 );
    aPoly.SetPoint( aRect.TopRight(),    2 );
    aPoly.SetPoint( aPt3,                3 );
    aPoly.SetPoint( aRect.BottomRight(), 4 );
    aPoly.SetPoint( aRect.BottomLeft(),  5 );
    aPoly.SetPoint( aPt0,                6 );
    aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 );

    GLfloat aTexCoord[12] = { 0, 1, 1, 0, 2, 0, 3, 1, 4, 0, 5, 0 };
    GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder());
    aTexCoord[3] = aTexCoord[5] = aTexCoord[9] = aTexCoord[11] = fMin;
    mpProgram->SetTextureCoord( aTexCoord );
    DrawConvexPolygon( aPoly, true );
}

void OpenGLSalGraphicsImpl::DrawRadialGradient( const Gradient& rGradient, const tools::Rectangle& rRect )
{
    OpenGLZone aZone;

    if( !UseProgram( "textureVertexShader", "radialGradientFragmentShader" ) )
        return;
    Color aStartCol = rGradient.GetStartColor();
    Color aEndCol = rGradient.GetEndColor();
    long nFactor = rGradient.GetStartIntensity();
    mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor );
    nFactor = rGradient.GetEndIntensity();
    mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor );

    tools::Rectangle aRect;
    Point aCenter;
    rGradient.GetBoundRect( rRect, aRect, aCenter );

    // adjust coordinates so that radius has distance equals to 1.0
    double fRadius = aRect.GetWidth() / 2.0f;
    GLfloat fWidth = rRect.GetWidth() / fRadius;
    GLfloat fHeight = rRect.GetHeight() / fRadius;
    GLfloat aTexCoord[8] = { 0, 0, 0, fHeight, fWidth, fHeight, fWidth, 0 };
    mpProgram->SetTextureCoord( aTexCoord );
    mpProgram->SetUniform2f( "center", (aCenter.X() - rRect.Left()) / fRadius,
                                       (aCenter.Y() - rRect.Top())  / fRadius );
    DrawRect( rRect );
}

void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY)
{
    VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")");
    mpRenderList->addDrawPixel(nX, nY, mnLineColor);
    PostBatchDraw();
}

void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY, Color nColor)
{
    VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")");
    mpRenderList->addDrawPixel(nX, nY, nColor);
    PostBatchDraw();
}

void OpenGLSalGraphicsImpl::drawLine(long nX1, long nY1, long nX2, long nY2)
{
    VCL_GL_INFO("::drawLine (" << nX1 << ", " << nY1 << ") (" << nX2 << ", " << nY2 << ")");
    mpRenderList->addDrawLine(nX1, nY1, nX2, nY2, mnLineColor, mrParent.getAntiAliasB2DDraw());
    PostBatchDraw();
}

void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeight )
{
    VCL_GL_INFO("::drawRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]");
    mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, 0.0, mnLineColor, mnFillColor);
    PostBatchDraw();
}

void OpenGLSalGraphicsImpl::drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
    VCL_GL_INFO("::drawPolyLine legacy -> redirecting to drawPolyLine");
    basegfx::B2DPolygon aPoly;
    aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints);
    for (sal_uInt32 i = 1; i < nPoints; ++i)
        aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY));
    aPoly.setClosed(false);

    drawPolyLine(
        basegfx::B2DHomMatrix(),
        aPoly,
        0.0,
        1.0,
        nullptr, // MM01
        basegfx::B2DLineJoin::Miter,
        css::drawing::LineCap_BUTT,
        basegfx::deg2rad(15.0) /*default*/,
        false);
}

void OpenGLSalGraphicsImpl::drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry )
{
    VCL_GL_INFO("::drawPolygon legacy -> redirecting to drawPolyPolygon with transparency");
    basegfx::B2DPolygon aPoly;
    aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints);
    for (sal_uInt32 i = 1; i < nPoints; ++i)
        aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY));

    drawPolyPolygon(
        basegfx::B2DHomMatrix(),
        basegfx::B2DPolyPolygon(aPoly),
        0.0);
}

void OpenGLSalGraphicsImpl::drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPointCounts, PCONSTSALPOINT* pPtAry )
{
    VCL_GL_INFO("::drawPolyPolygon legacy -> redirecting to drawPolyPolygon with transparency");
    basegfx::B2DPolyPolygon aPolyPoly;
    for(sal_uInt32 nPolygon = 0; nPolygon < nPoly; ++nPolygon)
    {
        sal_uInt32 nPoints = pPointCounts[nPolygon];
        if (nPoints)
        {
            PCONSTSALPOINT pPoints = pPtAry[nPolygon];
            basegfx::B2DPolygon aPoly;
            aPoly.append( basegfx::B2DPoint(pPoints->mnX, pPoints->mnY), nPoints);
            for (sal_uInt32 i = 1; i < nPoints; ++i)
                aPoly.setB2DPoint(i, basegfx::B2DPoint( pPoints[i].mnX, pPoints[i].mnY));

            aPolyPoly.append(aPoly);
        }
    }

    drawPolyPolygon(
        basegfx::B2DHomMatrix(),
        aPolyPoly,
        0.0);
}

bool OpenGLSalGraphicsImpl::drawPolyPolygon(
    const basegfx::B2DHomMatrix& rObjectToDevice,
    const basegfx::B2DPolyPolygon& rPolyPolygon,
    double fTransparency)
{
    VCL_GL_INFO("::drawPolyPolygon " << rPolyPolygon.getB2DRange());

    // Fallback: Transform to DeviceCoordinates
    basegfx::B2DPolyPolygon aPolyPolygon(rPolyPolygon);
    aPolyPolygon.transform(rObjectToDevice);

    // FlushLinesOrTriangles() works with a 0.5 pixel offset, compensate for that here.
    basegfx::B2DHomMatrix aMatrix;
    aMatrix.translate(-0.5f, -0.5f);
    aPolyPolygon.transform(aMatrix);

    mpRenderList->addDrawPolyPolygon(
        aPolyPolygon,
        fTransparency,
        mnLineColor,
        mnFillColor,
        mrParent.getAntiAliasB2DDraw());

    PostBatchDraw();
    return true;
}

bool OpenGLSalGraphicsImpl::drawPolyLine(
    const basegfx::B2DHomMatrix& rObjectToDevice,
    const basegfx::B2DPolygon& rPolygon,
    double fTransparency,
    double fLineWidth,
    const std::vector< double >* pStroke, // MM01
    basegfx::B2DLineJoin eLineJoin,
    css::drawing::LineCap eLineCap,
    double fMiterMinimumAngle,
    bool bPixelSnapHairline)
{
    VCL_GL_INFO("::drawPolyLine " << rPolygon.getB2DRange());

    // MM01 check done for simple reasons
    if(!rPolygon.count() || fTransparency < 0.0 || fTransparency > 1.0)
    {
        return true;
    }

    // MM01 need to do line dashing as fallback stuff here now
    const double fDotDashLength(nullptr != pStroke ? std::accumulate(pStroke->begin(), pStroke->end(), 0.0) : 0.0);
    const bool bStrokeUsed(0.0 != fDotDashLength);
    assert(!bStrokeUsed || (bStrokeUsed && pStroke));
    basegfx::B2DPolyPolygon aPolyPolygonLine;

    if(bStrokeUsed)
    {
        // apply LineStyle
        basegfx::utils::applyLineDashing(
            rPolygon, // source
            *pStroke, // pattern
            &aPolyPolygonLine, // target for lines
            nullptr, // target for gaps
            fDotDashLength); // full length if available
    }
    else
    {
        // no line dashing, just copy
        aPolyPolygonLine.append(rPolygon);
    }

    // Transform to DeviceCoordinates, get DeviceLineWidth, execute PixelSnapHairline
    aPolyPolygonLine.transform(rObjectToDevice);
    if(bPixelSnapHairline) { aPolyPolygonLine = basegfx::utils::snapPointsOfHorizontalOrVerticalEdges(aPolyPolygonLine); }

    // tdf#124848 get correct LineWidth in discrete coordinates,
    if(fLineWidth == 0) // hairline
        fLineWidth = 1.0;
    else // Adjust line width for object-to-device scale.
        fLineWidth = (rObjectToDevice * basegfx::B2DVector(fLineWidth, 0)).getLength();

    for(sal_uInt32 a(0); a < aPolyPolygonLine.count(); a++)
    {
        // addDrawPolyLine() assumes that there are no duplicate points in the polygon
        basegfx::B2DPolygon aPolyLine(aPolyPolygonLine.getB2DPolygon(a));
        basegfx::utils::simplifyCurveSegments(aPolyLine);
        aPolyLine.removeDoublePoints();

        mpRenderList->addDrawPolyLine(
            aPolyLine,
            fTransparency,
            fLineWidth,
            eLineJoin,
            eLineCap,
            fMiterMinimumAngle,
            mnLineColor,
            mrParent.getAntiAliasB2DDraw());

        // MM01: not sure - maybe this can be moved out of this loop, but to
        // keep on the safe side for now, do not really change something for now
        PostBatchDraw();
    }

    return true;
}

bool OpenGLSalGraphicsImpl::drawPolyLineBezier(
            sal_uInt32 /*nPoints*/,
            const SalPoint* /*pPtAry*/,
            const PolyFlags* /*pFlgAry*/ )
{
    return false;
}

bool OpenGLSalGraphicsImpl::drawPolygonBezier(
            sal_uInt32 /*nPoints*/,
            const SalPoint* /*pPtAry*/,
            const PolyFlags* /*pFlgAry*/ )
{
    return false;
}

bool OpenGLSalGraphicsImpl::drawPolyPolygonBezier(
            sal_uInt32 /*nPoly*/,
            const sal_uInt32* /*pPoints*/,
            const SalPoint* const* /*pPtAry*/,
            const PolyFlags* const* /*pFlgAry*/ )
{
    return false;
}

// CopyArea --> No RasterOp, but ClipRegion
void OpenGLSalGraphicsImpl::copyArea(
            long nDestX, long nDestY,
            long nSrcX, long nSrcY,
            long nSrcWidth, long nSrcHeight, bool /*bWindowInvalidate*/ )
{
    VCL_GL_INFO( "::copyArea " << nSrcX << "," << nSrcY << " >> " << nDestX << "," << nDestY << " (" << nSrcWidth << "," << nSrcHeight << ")" );
    OpenGLTexture aTexture;
    SalTwoRect aPosAry(0, 0, nSrcWidth, nSrcHeight, nDestX, nDestY, nSrcWidth, nSrcHeight);

    PreDraw();
    // TODO offscreen case
    aTexture = OpenGLTexture( nSrcX, GetHeight() - nSrcY - nSrcHeight,
                              nSrcWidth, nSrcHeight );
    DrawTexture( aTexture, aPosAry );
    PostDraw();
}

// CopyBits and DrawBitmap --> RasterOp and ClipRegion
// CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics
void OpenGLSalGraphicsImpl::DoCopyBits( const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl& rImpl )
{
    VCL_GL_INFO( "::copyBits" );

    rImpl.FlushDeferredDrawing();

    if( !rImpl.maOffscreenTex )
    {
        VCL_GL_INFO( "::copyBits - skipping copy of un-initialized framebuffer contents of size "
                     << rImpl.GetWidth() << "x" << rImpl.GetHeight() );
        return;
    }

    if( &rImpl == this &&
        (rPosAry.mnSrcWidth == rPosAry.mnDestWidth) &&
        (rPosAry.mnSrcHeight == rPosAry.mnDestHeight))
    {
        // short circuit if there is nothing to do
        if( (rPosAry.mnSrcX == rPosAry.mnDestX) &&
            (rPosAry.mnSrcY == rPosAry.mnDestY))
            return;
        // use copyArea() if source and destination context are identical
        copyArea( rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnSrcX, rPosAry.mnSrcY,
            rPosAry.mnSrcWidth, rPosAry.mnSrcHeight, false/*bWindowInvalidate*/ );
        return;
    }

    PreDraw();
    DrawTexture( rImpl.maOffscreenTex, rPosAry );
    PostDraw();
}

void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap )
{
    // check that carefully only in the debug mode
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));

    OpenGLZone aZone;

    const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
    OpenGLTexture& rTexture = rBitmap.GetTexture();

    VCL_GL_INFO( "::drawBitmap" );
    PreDraw();
    if (rPosAry.mnSrcWidth  != rPosAry.mnDestWidth ||
        rPosAry.mnSrcHeight != rPosAry.mnDestHeight)
    {
        basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY);
        basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY);
        basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight);
        OpenGLTexture mask; // no mask set
        DrawTransformedTexture(rTexture, mask, aNull, aX, aY);
    }
    else
    {
        DrawTexture( rTexture, rPosAry );
    }
    PostDraw();
}

void OpenGLSalGraphicsImpl::drawBitmap(
            const SalTwoRect& rPosAry,
            const SalBitmap& rSalBitmap,
            const SalBitmap& rMaskBitmap )
{
    VCL_GL_INFO("::drawBitmap with MASK -> redirect to ::drawAlphaBitmap");
    drawAlphaBitmap(rPosAry, rSalBitmap, rMaskBitmap);
}

void OpenGLSalGraphicsImpl::drawMask(
            const SalTwoRect& rPosAry,
            const SalBitmap& rSalBitmap,
            Color nMaskColor )
{
    VCL_GL_INFO("::drawMask");

    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
    const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
    mpRenderList->addDrawTextureWithMaskColor(rBitmap.GetTexture(), nMaskColor, rPosAry);
    PostBatchDraw();
}

std::shared_ptr<SalBitmap> OpenGLSalGraphicsImpl::getBitmap( long nX, long nY, long nWidth, long nHeight )
{
    FlushDeferredDrawing();

    OpenGLZone aZone;

    std::shared_ptr<OpenGLSalBitmap> pBitmap(std::make_shared<OpenGLSalBitmap>());
    VCL_GL_INFO( "::getBitmap " << nX << "," << nY <<
              " " << nWidth << "x" << nHeight );
    //TODO really needed?
    PreDraw();
    pBitmap->Create( maOffscreenTex, nX, nY, nWidth, nHeight );
    PostDraw();
    return pBitmap;
}

Color OpenGLSalGraphicsImpl::getPixel( long nX, long nY )
{
    FlushDeferredDrawing();

    char pixel[3] = { 0, 0, 0 };

    PreDraw( XOROption::IMPLEMENT_XOR );
    nY = GetHeight() - nY - 1;
    glReadPixels( nX, nY, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel);
    CHECK_GL_ERROR();
    PostDraw();

    return Color( pixel[0], pixel[1], pixel[2] );
}

// invert --> ClipRegion (only Windows or VirDevs)
void OpenGLSalGraphicsImpl::invert(
            long nX, long nY,
            long nWidth, long nHeight,
            SalInvert nFlags)
{
    PreDraw();

    if( UseInvert( nFlags ) )
    {
        if( nFlags & SalInvert::TrackFrame )
        { // FIXME: could be more efficient.
            DrawRect( nX, nY, nWidth, 1 );
            DrawRect( nX, nY + nHeight, nWidth, 1 );
            DrawRect( nX, nY, 1, nHeight );
            DrawRect( nX + nWidth, nY, 1, nHeight );
        }
        else
            DrawRect( nX, nY, nWidth, nHeight );
    }

    PostDraw();
}

void OpenGLSalGraphicsImpl::invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags )
{
    PreDraw();

    if( UseInvert( nFlags ) )
    {
        if (nFlags & SalInvert::TrackFrame)
        {
            // Track frame means the invert50FragmentShader must remain active
            // (to draw what looks like a dashed line), so DrawLineSegment()
            // can't be used. Draw the edge of the polygon as polygons instead.
            for (size_t nPoint = 0; nPoint < nPoints; ++nPoint)
            {
                const SalPoint& rFrom = pPtAry[nPoint];
                const SalPoint& rTo = pPtAry[(nPoint + 1) % nPoints];
                if (rFrom.mnX == rTo.mnX)
                {
                    // Extend to the right, comments assuming "to" is above
                    // "from":
                    const SalPoint aPoints[] = { { rFrom.mnX + 1, rFrom.mnY }, // bottom right
                                                 { rFrom.mnX, rFrom.mnY }, // bottom left
                                                 { rTo.mnX, rTo.mnY }, // top left
                                                 { rTo.mnX + 1, rTo.mnY } }; // top right
                    DrawConvexPolygon(4, aPoints, true);
                }
                else
                {
                    // Otherwise can extend downwards, comments assuming "to"
                    // is above and on the right of "from":
                    const SalPoint aPoints[] = { { rFrom.mnX, rFrom.mnY + 1 }, // bottom left
                                                 { rFrom.mnX, rFrom.mnY }, // top left
                                                 { rTo.mnX, rTo.mnY }, // top right
                                                 { rTo.mnX, rTo.mnY + 1 } }; // bottom right
                    DrawConvexPolygon(4, aPoints, true);
                }
            }
        }
        else
            DrawPolygon(nPoints, pPtAry);
    }

    PostDraw();
}

bool OpenGLSalGraphicsImpl::drawEPS(
            long /*nX*/, long /*nY*/,
            long /*nWidth*/, long /*nHeight*/,
            void* /*pPtr*/,
            sal_uInt32 /*nSize*/ )
{
    return false;
}

bool OpenGLSalGraphicsImpl::blendBitmap(
            const SalTwoRect& rPosAry,
            const SalBitmap& rSalBitmap )
{
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));

    OpenGLZone aZone;

    const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
    OpenGLTexture& rTexture( rBitmap.GetTexture() );

    VCL_GL_INFO( "::blendBitmap" );
    PreDraw();

    if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader"))
        return true;

    mpProgram->SetShaderType(TextureShaderType::Normal);
    mpProgram->SetIdentityTransform("transform");
    mpProgram->SetTexture("texture", rTexture);

    GLfloat aTexCoord[8];
    rTexture.GetCoord(aTexCoord, rPosAry);
    mpProgram->SetTextureCoord(aTexCoord);
    mpProgram->SetMaskCoord(aTexCoord);
    mpProgram->SetAlphaCoord(aTexCoord);

    mpProgram->SetBlendMode(GL_ZERO, GL_SRC_COLOR);
    DrawTextureRect(rPosAry);
    mpProgram->Clean();

    PostDraw();
    return true;
}

bool OpenGLSalGraphicsImpl::blendAlphaBitmap(
            const SalTwoRect& rPosAry,
            const SalBitmap& rSalSrcBitmap,
            const SalBitmap& rSalMaskBitmap,
            const SalBitmap& rSalAlphaBitmap )
{
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalSrcBitmap));
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalMaskBitmap));
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalAlphaBitmap));

    OpenGLZone aZone;

    const OpenGLSalBitmap& rSrcBitmap = static_cast<const OpenGLSalBitmap&>(rSalSrcBitmap);
    const OpenGLSalBitmap& rMaskBitmap = static_cast<const OpenGLSalBitmap&>(rSalMaskBitmap);
    const OpenGLSalBitmap& rAlphaBitmap = static_cast<const OpenGLSalBitmap&>(rSalAlphaBitmap);
    OpenGLTexture& rTexture( rSrcBitmap.GetTexture() );
    OpenGLTexture& rMask( rMaskBitmap.GetTexture() );
    OpenGLTexture& rAlpha( rAlphaBitmap.GetTexture() );

    VCL_GL_INFO( "::blendAlphaBitmap" );
    PreDraw();
    DrawBlendedTexture( rTexture, rMask, rAlpha, rPosAry );
    PostDraw();
    return true;
}

/** Render bitmap with alpha channel

    @param rSourceBitmap
    Source bitmap to blit

    @param rAlphaBitmap
    Alpha channel to use for blitting

    @return true, if the operation succeeded, and false
    otherwise. In this case, clients should try to emulate alpha
    compositing themselves
 */
bool OpenGLSalGraphicsImpl::drawAlphaBitmap(
            const SalTwoRect& rPosAry,
            const SalBitmap& rSalBitmap,
            const SalBitmap& rAlphaBitmap )
{
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSalBitmap));
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rAlphaBitmap));

    OpenGLZone aZone;

    const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSalBitmap);
    const OpenGLSalBitmap& rAlpha = static_cast<const OpenGLSalBitmap&>(rAlphaBitmap);
    OpenGLTexture& rTexture(rBitmap.GetTexture());
    OpenGLTexture& rAlphaTexture(rAlpha.GetTexture());

    VCL_GL_INFO( "::drawAlphaBitmap" );
    PreDraw();

    if (rPosAry.mnSrcWidth  != rPosAry.mnDestWidth ||
        rPosAry.mnSrcHeight != rPosAry.mnDestHeight)
    {
        basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY);
        basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY);
        basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight);
        DrawTransformedTexture(rTexture, rAlphaTexture, aNull, aX, aY);
    }
    else
    {
        DrawTextureWithMask( rTexture, rAlphaTexture, rPosAry );
    }

    PostDraw();
    return true;
}

/** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */
bool OpenGLSalGraphicsImpl::drawTransformedBitmap(
            const basegfx::B2DPoint& rNull,
            const basegfx::B2DPoint& rX,
            const basegfx::B2DPoint& rY,
            const SalBitmap& rSrcBitmap,
            const SalBitmap* pAlphaBitmap)
{
    assert(dynamic_cast<const OpenGLSalBitmap*>(&rSrcBitmap));
    assert(!pAlphaBitmap || dynamic_cast<const OpenGLSalBitmap*>(pAlphaBitmap));

    OpenGLZone aZone;

    const OpenGLSalBitmap& rBitmap = static_cast<const OpenGLSalBitmap&>(rSrcBitmap);
    const OpenGLSalBitmap* pMaskBitmap = static_cast<const OpenGLSalBitmap*>(pAlphaBitmap);
    OpenGLTexture& rTexture( rBitmap.GetTexture() );
    OpenGLTexture aMask; // no texture

    if( pMaskBitmap != nullptr )
        aMask = pMaskBitmap->GetTexture();

    VCL_GL_INFO( "::drawTransformedBitmap" );
    PreDraw();
    DrawTransformedTexture( rTexture, aMask, rNull, rX, rY );
    PostDraw();

    return true;
}

/** Render solid rectangle with given transparency

    @param nTransparency
    Transparency value (0-255) to use. 0 blits and opaque, 255 a
    fully transparent rectangle
 */
bool OpenGLSalGraphicsImpl::drawAlphaRect(
                long nX, long nY,
                long nWidth, long nHeight,
                sal_uInt8 nTransparency )
{
    VCL_GL_INFO("::drawAlphaRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]");
    mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, nTransparency / 100.0, mnLineColor, mnFillColor);
    PostBatchDraw();
    return true;
}

bool OpenGLSalGraphicsImpl::drawGradient(const tools::PolyPolygon& rPolyPoly,
        const Gradient& rGradient)
{
    tools::Rectangle aBoundRect( rPolyPoly.GetBoundRect() );

    VCL_GL_INFO("::drawGradient " << rPolyPoly.GetBoundRect());

    if (aBoundRect.IsEmpty())
    {
        VCL_GL_INFO("::drawGradient nothing to draw");
        return true;
    }

    if (rGradient.GetStyle() != GradientStyle::Linear &&
        rGradient.GetStyle() != GradientStyle::Axial &&
        rGradient.GetStyle() != GradientStyle::Radial )
    {
        VCL_GL_INFO("::drawGradient unsupported gradient type");
        return false;
    }

    aBoundRect.AdjustLeft( -1 );
    aBoundRect.AdjustTop( -1 );
    aBoundRect.AdjustRight( 1 );
    aBoundRect.AdjustBottom( 1 );

    PreDraw( XOROption::IMPLEMENT_XOR );

#define FIXME_BROKEN_STENCIL_FOR_GRADIENTS 0
#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS
    ImplSetClipBit( vcl::Region( rPolyPoly ), 0x02 );
    if( mbUseStencil )
    {
        mpContext->state().stencil().enable();
        CHECK_GL_ERROR();
        glStencilFunc( GL_EQUAL, 3, 0xFF );
        CHECK_GL_ERROR();
    }
    else
    {
        mpContext->state().stencil().enable();
        CHECK_GL_ERROR();
        glStencilFunc( GL_EQUAL, 2, 0xFF );
        CHECK_GL_ERROR();
    }
#endif

    // if border >= 100%, draw solid rectangle with start color
    if (rGradient.GetBorder() >= 100.0)
    {
        VCL_GL_INFO("::drawGradient -> DrawRect (no gradient)");

        Color aColor = rGradient.GetStartColor();
        long nIntensity = rGradient.GetStartIntensity();
        if (UseSolid(Color(aColor.GetRed()  * nIntensity / 100.0,
                                   aColor.GetGreen()* nIntensity / 100.0,
                                   aColor.GetBlue() * nIntensity / 100.0)))
        {
            DrawRect(aBoundRect);
        }
    }
    else if (rGradient.GetStyle() == GradientStyle::Linear)
    {
        VCL_GL_INFO("::drawGradient -> DrawLinearGradient");
        DrawLinearGradient(rGradient, aBoundRect);
    }
    else if (rGradient.GetStyle() == GradientStyle::Axial)
    {
        VCL_GL_INFO("::drawGradient -> DrawAxialGradient");
        DrawAxialGradient(rGradient, aBoundRect);
    }
    else if (rGradient.GetStyle() == GradientStyle::Radial)
    {
        VCL_GL_INFO("::drawGradient -> DrawRadialGradient");
        DrawRadialGradient(rGradient, aBoundRect);
    }

#if FIXME_BROKEN_STENCIL_FOR_GRADIENTS
    if( !mbUseStencil )
    {
        mpContext->state().stencil().disable();
        CHECK_GL_ERROR();
    }
#endif
    PostDraw();

    return true;
}

void OpenGLSalGraphicsImpl::flush()
{
    FlushDeferredDrawing();

    if( IsOffscreen() )
        return;

    if( !Application::IsInExecute() )
    {
        // otherwise nothing would trigger idle rendering
        doFlush();
    }
    else if( !mpFlush->IsActive() )
        mpFlush->Start();
}

void OpenGLSalGraphicsImpl::doFlush()
{
    FlushDeferredDrawing();

    if (OpenGLContext::hasCurrent())
    {
        mpContext->state().scissor().disable();
        mpContext->state().stencil().disable();
    }

    if( IsOffscreen() )
        return;

    if( !maOffscreenTex )
    {
        VCL_GL_INFO( "doFlush - odd no texture !" );
        return;
    }

    if( mnDrawCountAtFlush == mnDrawCount )
    {
        VCL_GL_INFO( "eliding redundant doFlush, no drawing since last!" );
        return;
    }

    mnDrawCountAtFlush = mnDrawCount;

    OpenGLZone aZone;

    VCL_GL_INFO( "doFlush" );

    if( !mpWindowContext.is() )
    {
        // ensure everything is released from the old context.
        OpenGLContext::clearCurrent();
        mpWindowContext = CreateWinContext();
        VCL_GL_INFO( "late creation of window context" );
    }

    assert( mpWindowContext.is() );

    if( !mpWindowContext.is() )
    {
        // failed to create a GL context for this window:
        // eg. mis-matching pixel formats, underlying window
        // resource lifecycle, etc.
        VCL_GL_INFO( "Failed to create window context" );
        return;
    }

    // Interesting ! -> this destroys a context [ somehow ] ...
    mpWindowContext->makeCurrent();
    CHECK_GL_ERROR();

    VCL_GL_INFO( "doFlush - acquire default framebuffer" );

    mpWindowContext->AcquireDefaultFramebuffer();

    CHECK_GL_ERROR();

    mpWindowContext->state().sync();
    mpWindowContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight())));
    mpWindowContext->state().scissor().disable();
    mpWindowContext->state().stencil().disable();

#if OSL_DEBUG_LEVEL > 0 // random background glClear
    glClearColor(static_cast<float>(double(rand())/RAND_MAX),
                 static_cast<float>(double(rand())/RAND_MAX),
                 static_cast<float>(double(rand())/RAND_MAX), 1.0);
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    CHECK_GL_ERROR();
#endif

    VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() );

    OpenGLFramebuffer* pFrameBuffer = mpWindowContext->AcquireFramebuffer(maOffscreenTex);
    CHECK_GL_ERROR();
    if (pFrameBuffer)
    {
        OpenGLFramebuffer::Unbind(GL_DRAW_FRAMEBUFFER);
        pFrameBuffer->Bind(GL_READ_FRAMEBUFFER);

        glBlitFramebuffer(0, 0, GetWidth(), GetHeight(),
                          0, 0, GetWidth(), GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
        CHECK_GL_ERROR();

        pFrameBuffer->Bind();
    }

    static bool bNoSwap = getenv("SAL_GL_NO_SWAP");
    if (!bNoSwap)
        mpWindowContext->swapBuffers();

    VCL_GL_INFO( "doFlush - end." );
}

bool OpenGLSalGraphicsImpl::supportsOperation(OutDevSupportType eType) const
{
    switch (eType)
    {
        case OutDevSupportType::B2DDraw:
        case OutDevSupportType::TransparentRect:
            return true;
        default:
            return false;
    }
}

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */