OpenGLRenderer.h revision a5ef39a21683189e5906c9f252b997f0508e350d
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// Renderer 49/////////////////////////////////////////////////////////////////////////////// 50 51class DisplayList; 52 53/** 54 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 55 * simplified version of Skia's Canvas API. 56 */ 57class OpenGLRenderer { 58public: 59 OpenGLRenderer(); 60 virtual ~OpenGLRenderer(); 61 62 virtual void setViewport(int width, int height); 63 64 virtual void prepare(bool opaque); 65 virtual void finish(); 66 67 virtual void acquireContext(); 68 virtual void releaseContext(); 69 70 int getSaveCount() const; 71 virtual int save(int flags); 72 virtual void restore(); 73 virtual void restoreToCount(int saveCount); 74 75 virtual int saveLayer(float left, float top, float right, float bottom, 76 SkPaint* p, int flags); 77 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 78 int alpha, int flags); 79 80 virtual void translate(float dx, float dy); 81 virtual void rotate(float degrees); 82 virtual void scale(float sx, float sy); 83 84 const float* getMatrix() const; 85 void getMatrix(SkMatrix* matrix); 86 virtual void setMatrix(SkMatrix* matrix); 87 virtual void concatMatrix(SkMatrix* matrix); 88 89 const Rect& getClipBounds(); 90 bool quickReject(float left, float top, float right, float bottom); 91 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 92 93 virtual void drawDisplayList(DisplayList* displayList); 94 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 95 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 96 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 97 float srcRight, float srcBottom, float dstLeft, float dstTop, 98 float dstRight, float dstBottom, SkPaint* paint); 99 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 100 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 101 float left, float top, float right, float bottom, SkPaint* paint); 102 virtual void drawColor(int color, SkXfermode::Mode mode); 103 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 104 virtual void drawPath(SkPath* path, SkPaint* paint); 105 virtual void drawLines(float* points, int count, SkPaint* paint); 106 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 107 SkPaint* paint); 108 109 virtual void resetShader(); 110 virtual void setupShader(SkiaShader* shader); 111 112 virtual void resetColorFilter(); 113 virtual void setupColorFilter(SkiaColorFilter* filter); 114 115 virtual void resetShadow(); 116 virtual void setupShadow(float radius, float dx, float dy, int color); 117 118protected: 119 /** 120 * Compose the layer defined in the current snapshot with the layer 121 * defined by the previous snapshot. 122 * 123 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 124 * 125 * @param curent The current snapshot containing the layer to compose 126 * @param previous The previous snapshot to compose the current layer with 127 */ 128 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 129 130private: 131 /** 132 * Saves the current state of the renderer as a new snapshot. 133 * The new snapshot is saved in mSnapshot and the previous snapshot 134 * is linked from mSnapshot->previous. 135 * 136 * @param flags The save flags; see SkCanvas for more information 137 * 138 * @return The new save count. This value can be passed to #restoreToCount() 139 */ 140 int saveSnapshot(int flags); 141 142 /** 143 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 144 * 145 * @return True if the clip was modified. 146 */ 147 bool restoreSnapshot(); 148 149 /** 150 * Sets the clipping rectangle using glScissor. The clip is defined by 151 * the current snapshot's clipRect member. 152 */ 153 void setScissorFromClip(); 154 155 /** 156 * Creates a new layer stored in the specified snapshot. 157 * 158 * @param snapshot The snapshot associated with the new layer 159 * @param left The left coordinate of the layer 160 * @param top The top coordinate of the layer 161 * @param right The right coordinate of the layer 162 * @param bottom The bottom coordinate of the layer 163 * @param alpha The translucency of the layer 164 * @param mode The blending mode of the layer 165 * @param flags The layer save flags 166 * @param previousFbo The name of the current framebuffer 167 * 168 * @return True if the layer was successfully created, false otherwise 169 */ 170 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 171 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 172 173 /** 174 * Creates a new layer stored in the specified snapshot as an FBO. 175 * 176 * @param layer The layer to store as an FBO 177 * @param snapshot The snapshot associated with the new layer 178 * @param bounds The bounds of the layer 179 * @param previousFbo The name of the current framebuffer 180 */ 181 bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 182 GLuint previousFbo); 183 184 /** 185 * Compose the specified layer as a region. 186 * 187 * @param layer The layer to compose 188 * @param rect The layer's bounds 189 */ 190 void composeLayerRegion(Layer* layer, const Rect& rect); 191 192 /** 193 * Compose the specified layer as a simple rectangle. 194 * 195 * @param layer The layer to compose 196 * @param rect The layer's bounds 197 * @param swap If true, the source and destination are swapped 198 */ 199 void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); 200 201 /** 202 * Clears all the regions corresponding to the current list of layers. 203 * This method MUST be invoked before any drawing operation. 204 */ 205 void clearLayerRegions(); 206 207 /** 208 * Draws a colored rectangle with the specified color. The specified coordinates 209 * are transformed by the current snapshot's transform matrix. 210 * 211 * @param left The left coordinate of the rectangle 212 * @param top The top coordinate of the rectangle 213 * @param right The right coordinate of the rectangle 214 * @param bottom The bottom coordinate of the rectangle 215 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 216 * @param mode The Skia xfermode to use 217 * @param ignoreTransform True if the current transform should be ignored 218 * @param ignoreBlending True if the blending is set by the caller 219 */ 220 void drawColorRect(float left, float top, float right, float bottom, 221 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 222 223 /** 224 * Setups shaders to draw a colored rect. 225 */ 226 void setupColorRect(float left, float top, float right, float bottom, 227 float r, float g, float b, float a, SkXfermode::Mode mode, 228 bool ignoreTransform, bool ignoreMatrix = false); 229 230 /** 231 * Draws a textured rectangle with the specified texture. The specified coordinates 232 * are transformed by the current snapshot's transform matrix. 233 * 234 * @param left The left coordinate of the rectangle 235 * @param top The top coordinate of the rectangle 236 * @param right The right coordinate of the rectangle 237 * @param bottom The bottom coordinate of the rectangle 238 * @param texture The texture name to map onto the rectangle 239 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 240 * @param mode The blending mode 241 * @param blend True if the texture contains an alpha channel 242 */ 243 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 244 float alpha, SkXfermode::Mode mode, bool blend); 245 246 /** 247 * Draws a textured rectangle with the specified texture. The specified coordinates 248 * are transformed by the current snapshot's transform matrix. 249 * 250 * @param left The left coordinate of the rectangle 251 * @param top The top coordinate of the rectangle 252 * @param right The right coordinate of the rectangle 253 * @param bottom The bottom coordinate of the rectangle 254 * @param texture The texture to use 255 * @param paint The paint containing the alpha, blending mode, etc. 256 */ 257 void drawTextureRect(float left, float top, float right, float bottom, 258 Texture* texture, SkPaint* paint); 259 260 /** 261 * Draws a textured mesh with the specified texture. If the indices are omitted, 262 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 263 * VBO is bound. 264 * 265 * @param left The left coordinate of the rectangle 266 * @param top The top coordinate of the rectangle 267 * @param right The right coordinate of the rectangle 268 * @param bottom The bottom coordinate of the rectangle 269 * @param texture The texture name to map onto the rectangle 270 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 271 * @param mode The blending mode 272 * @param blend True if the texture contains an alpha channel 273 * @param vertices The vertices that define the mesh 274 * @param texCoords The texture coordinates of each vertex 275 * @param elementsCount The number of elements in the mesh, required by indices 276 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 277 * @param ignoreTransform True if the current transform should be ignored 278 * @param vbo The VBO used to draw the mesh 279 * @param ignoreScale True if the model view matrix should not be scaled 280 * @param dirty True if calling this method should dirty the current layer 281 */ 282 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 283 float alpha, SkXfermode::Mode mode, bool blend, 284 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 285 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 286 bool ignoreScale = false, bool dirty = true); 287 288 /** 289 * Prepares the renderer to draw the specified shadow. The active texture 290 * unit must be 0 and the other units must be unbound. 291 * 292 * @param texture The shadow texture 293 * @param x The x coordinate of the shadow 294 * @param y The y coordinate of the shadow 295 * @param mode The blending mode 296 * @param alpha The alpha value 297 */ 298 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 299 float alpha); 300 301 /** 302 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 303 * 304 * @param texture The texture to render with 305 * @param textureUnit The texture unit to use, may be modified 306 * @param x The x coordinate of the rectangle to draw 307 * @param y The y coordinate of the rectangle to draw 308 * @param r The red component of the color 309 * @param g The green component of the color 310 * @param b The blue component of the color 311 * @param a The alpha component of the color 312 * @param mode The blending mode 313 * @param transforms True if the matrix passed to the shader should be multiplied 314 * by the model-view matrix 315 * @param applyFilters Whether or not to take color filters and 316 * shaders into account 317 */ 318 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 319 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 320 bool applyFilters); 321 322 /** 323 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 324 * 325 * @param texture The texture to render with 326 * @param width The width of the texture 327 * @param height The height of the texture 328 * @param textureUnit The texture unit to use, may be modified 329 * @param x The x coordinate of the rectangle to draw 330 * @param y The y coordinate of the rectangle to draw 331 * @param r The red component of the color 332 * @param g The green component of the color 333 * @param b The blue component of the color 334 * @param a The alpha component of the color 335 * @param mode The blending mode 336 * @param transforms True if the matrix passed to the shader should be multiplied 337 * by the model-view matrix 338 * @param applyFilters Whether or not to take color filters and 339 * shaders into account 340 */ 341 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 342 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 343 SkXfermode::Mode mode, bool transforms, bool applyFilters); 344 345 /** 346 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 347 * and texCoords pointers. The pointers become offsets when a VBO is bound. 348 */ 349 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 350 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 351 SkXfermode::Mode mode, bool transforms, bool applyFilters, 352 GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0); 353 354 /** 355 * Draws text underline and strike-through if needed. 356 * 357 * @param text The text to decor 358 * @param bytesCount The number of bytes in the text 359 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 360 * @param x The x coordinate where the text will be drawn 361 * @param y The y coordinate where the text will be drawn 362 * @param paint The paint to draw the text with 363 */ 364 void drawTextDecorations(const char* text, int bytesCount, float length, 365 float x, float y, SkPaint* paint); 366 367 /** 368 * Resets the texture coordinates stored in mMeshVertices. Setting the values 369 * back to default is achieved by calling: 370 * 371 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 372 * 373 * @param u1 The left coordinate of the texture 374 * @param v1 The bottom coordinate of the texture 375 * @param u2 The right coordinate of the texture 376 * @param v2 The top coordinate of the texture 377 */ 378 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 379 380 /** 381 * Gets the alpha and xfermode out of a paint object. If the paint is null 382 * alpha will be 255 and the xfermode will be SRC_OVER. 383 * 384 * @param paint The paint to extract values from 385 * @param alpha Where to store the resulting alpha 386 * @param mode Where to store the resulting xfermode 387 */ 388 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 389 390 /** 391 * Binds the specified texture. The texture unit must have been selected 392 * prior to calling this method. 393 */ 394 inline void bindTexture(GLuint texture) { 395 glBindTexture(GL_TEXTURE_2D, texture); 396 } 397 398 /** 399 * Sets the wrap modes for the specified texture. The wrap modes are modified 400 * only when needed. 401 */ 402 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 403 404 /** 405 * Enable or disable blending as necessary. This function sets the appropriate 406 * blend function based on the specified xfermode. 407 */ 408 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 409 bool swapSrcDst = false); 410 411 /** 412 * Safely retrieves the mode from the specified xfermode. If the specified 413 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 414 */ 415 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 416 417 /** 418 * Use the specified program with the current GL context. If the program is already 419 * in use, it will not be bound again. If it is not in use, the current program is 420 * marked unused and the specified program becomes used and becomes the new 421 * current program. 422 * 423 * @param program The program to use 424 * 425 * @return true If the specified program was already in use, false otherwise. 426 */ 427 inline bool useProgram(Program* program); 428 429 /** 430 * Invoked before any drawing operation. This sets required state. 431 */ 432 void setupDraw(); 433 434 /** 435 * Should be invoked every time the glScissor is modified. 436 */ 437 inline void dirtyClip() { 438 mDirtyClip = true; 439 } 440 441 /** 442 * Mark the layer as dirty at the specified coordinates. The coordinates 443 * are transformed with the supplied matrix. 444 */ 445 void dirtyLayer(const float left, const float top, const float right, const float bottom, 446 const mat4 transform); 447 448 /** 449 * Mark the layer as dirty at the specified coordinates. 450 */ 451 void dirtyLayer(const float left, const float top, const float right, const float bottom); 452 453 // Dimensions of the drawing surface 454 int mWidth, mHeight; 455 456 // Matrix used for ortho projection in shaders 457 mat4 mOrthoMatrix; 458 459 // Model-view matrix used to position/size objects 460 mat4 mModelView; 461 462 // Number of saved states 463 int mSaveCount; 464 // Base state 465 sp<Snapshot> mFirstSnapshot; 466 // Current state 467 sp<Snapshot> mSnapshot; 468 469 // Shaders 470 SkiaShader* mShader; 471 472 // Color filters 473 SkiaColorFilter* mColorFilter; 474 475 // Used to draw textured quads 476 TextureVertex mMeshVertices[4]; 477 478 // Drop shadow 479 bool mHasShadow; 480 float mShadowRadius; 481 float mShadowDx; 482 float mShadowDy; 483 int mShadowColor; 484 485 // Various caches 486 Caches& mCaches; 487 488 // List of rectangles to clear due to calls to saveLayer() 489 Vector<Rect*> mLayers; 490 491 // Indentity matrix 492 const mat4 mIdentity; 493 494 // Indicates whether the clip must be restored 495 bool mDirtyClip; 496 497 friend class DisplayListRenderer; 498 499}; // class OpenGLRenderer 500 501}; // namespace uirenderer 502}; // namespace android 503 504#endif // ANDROID_HWUI_OPENGL_RENDERER_H 505