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