OpenGLRenderer.h revision c15008e72ec00ca20a271c3006dac649fd07533b
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_HWUI_OPENGL_RENDERER_H 18#define ANDROID_HWUI_OPENGL_RENDERER_H 19 20#include <GLES2/gl2.h> 21#include <GLES2/gl2ext.h> 22 23#include <SkBitmap.h> 24#include <SkMatrix.h> 25#include <SkPaint.h> 26#include <SkRegion.h> 27#include <SkShader.h> 28#include <SkXfermode.h> 29 30#include <utils/RefBase.h> 31#include <utils/Vector.h> 32 33#include "Debug.h" 34#include "Extensions.h" 35#include "Matrix.h" 36#include "Program.h" 37#include "Rect.h" 38#include "Snapshot.h" 39#include "Vertex.h" 40#include "SkiaShader.h" 41#include "SkiaColorFilter.h" 42#include "Caches.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Defines 49/////////////////////////////////////////////////////////////////////////////// 50 51// If turned on, layers drawn inside FBOs are optimized with regions 52#define RENDER_LAYERS_AS_REGIONS 0 53 54/////////////////////////////////////////////////////////////////////////////// 55// Renderer 56/////////////////////////////////////////////////////////////////////////////// 57 58class DisplayList; 59 60/** 61 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 62 * simplified version of Skia's Canvas API. 63 */ 64class OpenGLRenderer { 65public: 66 OpenGLRenderer(); 67 virtual ~OpenGLRenderer(); 68 69 virtual void setViewport(int width, int height); 70 71 virtual void prepare(bool opaque); 72 virtual void finish(); 73 74 virtual void acquireContext(); 75 virtual void releaseContext(); 76 77 int getSaveCount() const; 78 virtual int save(int flags); 79 virtual void restore(); 80 virtual void restoreToCount(int saveCount); 81 82 virtual int saveLayer(float left, float top, float right, float bottom, 83 SkPaint* p, int flags); 84 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 85 int alpha, int flags); 86 87 virtual void translate(float dx, float dy); 88 virtual void rotate(float degrees); 89 virtual void scale(float sx, float sy); 90 91 const float* getMatrix() const; 92 void getMatrix(SkMatrix* matrix); 93 virtual void setMatrix(SkMatrix* matrix); 94 virtual void concatMatrix(SkMatrix* matrix); 95 96 const Rect& getClipBounds(); 97 bool quickReject(float left, float top, float right, float bottom); 98 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 99 100 virtual void drawDisplayList(DisplayList* displayList); 101 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 102 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 103 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 104 float srcRight, float srcBottom, float dstLeft, float dstTop, 105 float dstRight, float dstBottom, SkPaint* paint); 106 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 107 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 108 float left, float top, float right, float bottom, SkPaint* paint); 109 virtual void drawColor(int color, SkXfermode::Mode mode); 110 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 111 virtual void drawPath(SkPath* path, SkPaint* paint); 112 virtual void drawLines(float* points, int count, SkPaint* paint); 113 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 114 SkPaint* paint); 115 116 virtual void resetShader(); 117 virtual void setupShader(SkiaShader* shader); 118 119 virtual void resetColorFilter(); 120 virtual void setupColorFilter(SkiaColorFilter* filter); 121 122 virtual void resetShadow(); 123 virtual void setupShadow(float radius, float dx, float dy, int color); 124 125protected: 126 /** 127 * Compose the layer defined in the current snapshot with the layer 128 * defined by the previous snapshot. 129 * 130 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 131 * 132 * @param curent The current snapshot containing the layer to compose 133 * @param previous The previous snapshot to compose the current layer with 134 */ 135 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 136 137private: 138 /** 139 * Saves the current state of the renderer as a new snapshot. 140 * The new snapshot is saved in mSnapshot and the previous snapshot 141 * is linked from mSnapshot->previous. 142 * 143 * @param flags The save flags; see SkCanvas for more information 144 * 145 * @return The new save count. This value can be passed to #restoreToCount() 146 */ 147 int saveSnapshot(int flags); 148 149 /** 150 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 151 * 152 * @return True if the clip was modified. 153 */ 154 bool restoreSnapshot(); 155 156 /** 157 * Sets the clipping rectangle using glScissor. The clip is defined by 158 * the current snapshot's clipRect member. 159 */ 160 void setScissorFromClip(); 161 162 /** 163 * Creates a new layer stored in the specified snapshot. 164 * 165 * @param snapshot The snapshot associated with the new layer 166 * @param left The left coordinate of the layer 167 * @param top The top coordinate of the layer 168 * @param right The right coordinate of the layer 169 * @param bottom The bottom coordinate of the layer 170 * @param alpha The translucency of the layer 171 * @param mode The blending mode of the layer 172 * @param flags The layer save flags 173 * @param previousFbo The name of the current framebuffer 174 * 175 * @return True if the layer was successfully created, false otherwise 176 */ 177 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 178 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 179 180 /** 181 * Creates a new layer stored in the specified snapshot as an FBO. 182 * 183 * @param layer The layer to store as an FBO 184 * @param snapshot The snapshot associated with the new layer 185 * @param bounds The bounds of the layer 186 * @param previousFbo The name of the current framebuffer 187 */ 188 bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 189 GLuint previousFbo); 190 191 /** 192 * Compose the specified layer as a region. 193 * 194 * @param layer The layer to compose 195 * @param rect The layer's bounds 196 */ 197 void composeLayerRegion(Layer* layer, const Rect& rect); 198 199 /** 200 * Compose the specified layer as a simple rectangle. 201 * 202 * @param layer The layer to compose 203 * @param rect The layer's bounds 204 * @param swap If true, the source and destination are swapped 205 */ 206 void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); 207 208 /** 209 * Clears all the regions corresponding to the current list of layers. 210 * This method MUST be invoked before any drawing operation. 211 */ 212 void clearLayerRegions(); 213 214 /** 215 * Draws a colored rectangle with the specified color. The specified coordinates 216 * are transformed by the current snapshot's transform matrix. 217 * 218 * @param left The left coordinate of the rectangle 219 * @param top The top coordinate of the rectangle 220 * @param right The right coordinate of the rectangle 221 * @param bottom The bottom coordinate of the rectangle 222 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 223 * @param mode The Skia xfermode to use 224 * @param ignoreTransform True if the current transform should be ignored 225 * @param ignoreBlending True if the blending is set by the caller 226 */ 227 void drawColorRect(float left, float top, float right, float bottom, 228 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 229 230 /** 231 * Setups shaders to draw a colored rect. 232 */ 233 void setupColorRect(float left, float top, float right, float bottom, 234 float r, float g, float b, float a, SkXfermode::Mode mode, 235 bool ignoreTransform, bool ignoreMatrix = false); 236 237 /** 238 * Draws a textured rectangle with the specified texture. The specified coordinates 239 * are transformed by the current snapshot's transform matrix. 240 * 241 * @param left The left coordinate of the rectangle 242 * @param top The top coordinate of the rectangle 243 * @param right The right coordinate of the rectangle 244 * @param bottom The bottom coordinate of the rectangle 245 * @param texture The texture name to map onto the rectangle 246 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 247 * @param mode The blending mode 248 * @param blend True if the texture contains an alpha channel 249 */ 250 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 251 float alpha, SkXfermode::Mode mode, bool blend); 252 253 /** 254 * Draws a textured rectangle with the specified texture. The specified coordinates 255 * are transformed by the current snapshot's transform matrix. 256 * 257 * @param left The left coordinate of the rectangle 258 * @param top The top coordinate of the rectangle 259 * @param right The right coordinate of the rectangle 260 * @param bottom The bottom coordinate of the rectangle 261 * @param texture The texture to use 262 * @param paint The paint containing the alpha, blending mode, etc. 263 */ 264 void drawTextureRect(float left, float top, float right, float bottom, 265 Texture* texture, SkPaint* paint); 266 267 /** 268 * Draws a textured mesh with the specified texture. If the indices are omitted, 269 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 270 * VBO is bound. 271 * 272 * @param left The left coordinate of the rectangle 273 * @param top The top coordinate of the rectangle 274 * @param right The right coordinate of the rectangle 275 * @param bottom The bottom coordinate of the rectangle 276 * @param texture The texture name to map onto the rectangle 277 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 278 * @param mode The blending mode 279 * @param blend True if the texture contains an alpha channel 280 * @param vertices The vertices that define the mesh 281 * @param texCoords The texture coordinates of each vertex 282 * @param elementsCount The number of elements in the mesh, required by indices 283 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 284 * @param ignoreTransform True if the current transform should be ignored 285 * @param vbo The VBO used to draw the mesh 286 * @param ignoreScale True if the model view matrix should not be scaled 287 * @param dirty True if calling this method should dirty the current layer 288 */ 289 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 290 float alpha, SkXfermode::Mode mode, bool blend, 291 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 292 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 293 bool ignoreScale = false, bool dirty = true); 294 295 /** 296 * Prepares the renderer to draw the specified shadow. The active texture 297 * unit must be 0 and the other units must be unbound. 298 * 299 * @param texture The shadow texture 300 * @param x The x coordinate of the shadow 301 * @param y The y coordinate of the shadow 302 * @param mode The blending mode 303 * @param alpha The alpha value 304 */ 305 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 306 float alpha); 307 308 /** 309 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 310 * 311 * @param texture The texture to render with 312 * @param textureUnit The texture unit to use, may be modified 313 * @param x The x coordinate of the rectangle to draw 314 * @param y The y coordinate of the rectangle to draw 315 * @param r The red component of the color 316 * @param g The green component of the color 317 * @param b The blue component of the color 318 * @param a The alpha component of the color 319 * @param mode The blending mode 320 * @param transforms True if the matrix passed to the shader should be multiplied 321 * by the model-view matrix 322 * @param applyFilters Whether or not to take color filters and 323 * shaders into account 324 */ 325 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 326 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 327 bool applyFilters); 328 329 /** 330 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 331 * 332 * @param texture The texture to render with 333 * @param width The width of the texture 334 * @param height The height of the texture 335 * @param textureUnit The texture unit to use, may be modified 336 * @param x The x coordinate of the rectangle to draw 337 * @param y The y coordinate of the rectangle to draw 338 * @param r The red component of the color 339 * @param g The green component of the color 340 * @param b The blue component of the color 341 * @param a The alpha component of the color 342 * @param mode The blending mode 343 * @param transforms True if the matrix passed to the shader should be multiplied 344 * by the model-view matrix 345 * @param applyFilters Whether or not to take color filters and 346 * shaders into account 347 */ 348 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 349 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 350 SkXfermode::Mode mode, bool transforms, bool applyFilters); 351 352 /** 353 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 354 * and texCoords pointers. The pointers become offsets when a VBO is bound. 355 */ 356 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 357 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 358 SkXfermode::Mode mode, bool transforms, bool applyFilters, 359 GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0); 360 361 /** 362 * Draws text underline and strike-through if needed. 363 * 364 * @param text The text to decor 365 * @param bytesCount The number of bytes in the text 366 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 367 * @param x The x coordinate where the text will be drawn 368 * @param y The y coordinate where the text will be drawn 369 * @param paint The paint to draw the text with 370 */ 371 void drawTextDecorations(const char* text, int bytesCount, float length, 372 float x, float y, SkPaint* paint); 373 374 /** 375 * Resets the texture coordinates stored in mMeshVertices. Setting the values 376 * back to default is achieved by calling: 377 * 378 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 379 * 380 * @param u1 The left coordinate of the texture 381 * @param v1 The bottom coordinate of the texture 382 * @param u2 The right coordinate of the texture 383 * @param v2 The top coordinate of the texture 384 */ 385 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 386 387 /** 388 * Gets the alpha and xfermode out of a paint object. If the paint is null 389 * alpha will be 255 and the xfermode will be SRC_OVER. 390 * 391 * @param paint The paint to extract values from 392 * @param alpha Where to store the resulting alpha 393 * @param mode Where to store the resulting xfermode 394 */ 395 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 396 397 /** 398 * Binds the specified texture. The texture unit must have been selected 399 * prior to calling this method. 400 */ 401 inline void bindTexture(GLuint texture) { 402 glBindTexture(GL_TEXTURE_2D, texture); 403 } 404 405 /** 406 * Sets the wrap modes for the specified texture. The wrap modes are modified 407 * only when needed. 408 */ 409 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 410 411 /** 412 * Enable or disable blending as necessary. This function sets the appropriate 413 * blend function based on the specified xfermode. 414 */ 415 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 416 bool swapSrcDst = false); 417 418 /** 419 * Safely retrieves the mode from the specified xfermode. If the specified 420 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 421 */ 422 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 423 424 /** 425 * Use the specified program with the current GL context. If the program is already 426 * in use, it will not be bound again. If it is not in use, the current program is 427 * marked unused and the specified program becomes used and becomes the new 428 * current program. 429 * 430 * @param program The program to use 431 * 432 * @return true If the specified program was already in use, false otherwise. 433 */ 434 inline bool useProgram(Program* program); 435 436 /** 437 * Invoked before any drawing operation. This sets required state. 438 */ 439 void setupDraw(); 440 441 /** 442 * Should be invoked every time the glScissor is modified. 443 */ 444 inline void dirtyClip() { 445 mDirtyClip = true; 446 } 447 448 /** 449 * Mark the layer as dirty at the specified coordinates. The coordinates 450 * are transformed with the supplied matrix. 451 */ 452 void dirtyLayer(const float left, const float top, const float right, const float bottom, 453 const mat4 transform); 454 455 /** 456 * Mark the layer as dirty at the specified coordinates. 457 */ 458 void dirtyLayer(const float left, const float top, const float right, const float bottom); 459 460 // Dimensions of the drawing surface 461 int mWidth, mHeight; 462 463 // Matrix used for ortho projection in shaders 464 mat4 mOrthoMatrix; 465 466 // Model-view matrix used to position/size objects 467 mat4 mModelView; 468 469 // Number of saved states 470 int mSaveCount; 471 // Base state 472 sp<Snapshot> mFirstSnapshot; 473 // Current state 474 sp<Snapshot> mSnapshot; 475 476 // Shaders 477 SkiaShader* mShader; 478 479 // Color filters 480 SkiaColorFilter* mColorFilter; 481 482 // Used to draw textured quads 483 TextureVertex mMeshVertices[4]; 484 485 // Drop shadow 486 bool mHasShadow; 487 float mShadowRadius; 488 float mShadowDx; 489 float mShadowDy; 490 int mShadowColor; 491 492 // Various caches 493 Caches& mCaches; 494 495 // List of rectangles to clear due to calls to saveLayer() 496 Vector<Rect*> mLayers; 497 498 // Indentity matrix 499 const mat4 mIdentity; 500 501 // Indicates whether the clip must be restored 502 bool mDirtyClip; 503 504 friend class DisplayListRenderer; 505 506}; // class OpenGLRenderer 507 508}; // namespace uirenderer 509}; // namespace android 510 511#endif // ANDROID_HWUI_OPENGL_RENDERER_H 512