OpenGLRenderer.h revision 0fe478ea04720a57ef3919dbc23711bc7eba517f
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 "Extensions.h" 34#include "Matrix.h" 35#include "Program.h" 36#include "Rect.h" 37#include "Snapshot.h" 38#include "Vertex.h" 39#include "SkiaShader.h" 40#include "SkiaColorFilter.h" 41#include "Caches.h" 42 43namespace android { 44namespace uirenderer { 45 46/////////////////////////////////////////////////////////////////////////////// 47// Defines 48/////////////////////////////////////////////////////////////////////////////// 49 50// Debug 51#define DEBUG_OPENGL 1 52 53// If turned on, layers drawn inside FBOs are optimized with regions 54#define RENDER_LAYERS_AS_REGIONS 0 55#define DEBUG_LAYERS_AS_REGIONS 0 56 57/////////////////////////////////////////////////////////////////////////////// 58// Renderer 59/////////////////////////////////////////////////////////////////////////////// 60 61class DisplayList; 62 63/** 64 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 65 * simplified version of Skia's Canvas API. 66 */ 67class OpenGLRenderer { 68public: 69 OpenGLRenderer(); 70 virtual ~OpenGLRenderer(); 71 72 virtual void setViewport(int width, int height); 73 74 virtual void prepare(bool opaque); 75 virtual void finish(); 76 77 virtual void acquireContext(); 78 virtual void releaseContext(); 79 80 int getSaveCount() const; 81 virtual int save(int flags); 82 virtual void restore(); 83 virtual void restoreToCount(int saveCount); 84 85 virtual int saveLayer(float left, float top, float right, float bottom, 86 SkPaint* p, int flags); 87 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 88 int alpha, int flags); 89 90 virtual void translate(float dx, float dy); 91 virtual void rotate(float degrees); 92 virtual void scale(float sx, float sy); 93 94 const float* getMatrix() const; 95 void getMatrix(SkMatrix* matrix); 96 virtual void setMatrix(SkMatrix* matrix); 97 virtual void concatMatrix(SkMatrix* matrix); 98 99 const Rect& getClipBounds(); 100 bool quickReject(float left, float top, float right, float bottom); 101 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 102 103 virtual void drawDisplayList(DisplayList* displayList); 104 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 105 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 106 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 107 float srcRight, float srcBottom, float dstLeft, float dstTop, 108 float dstRight, float dstBottom, SkPaint* paint); 109 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 110 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 111 float left, float top, float right, float bottom, SkPaint* paint); 112 virtual void drawColor(int color, SkXfermode::Mode mode); 113 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 114 virtual void drawPath(SkPath* path, SkPaint* paint); 115 virtual void drawLines(float* points, int count, SkPaint* paint); 116 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 117 SkPaint* paint); 118 119 virtual void resetShader(); 120 virtual void setupShader(SkiaShader* shader); 121 122 virtual void resetColorFilter(); 123 virtual void setupColorFilter(SkiaColorFilter* filter); 124 125 virtual void resetShadow(); 126 virtual void setupShadow(float radius, float dx, float dy, int color); 127 128protected: 129 /** 130 * Compose the layer defined in the current snapshot with the layer 131 * defined by the previous snapshot. 132 * 133 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 134 * 135 * @param curent The current snapshot containing the layer to compose 136 * @param previous The previous snapshot to compose the current layer with 137 */ 138 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 139 140private: 141 /** 142 * Saves the current state of the renderer as a new snapshot. 143 * The new snapshot is saved in mSnapshot and the previous snapshot 144 * is linked from mSnapshot->previous. 145 * 146 * @param flags The save flags; see SkCanvas for more information 147 * 148 * @return The new save count. This value can be passed to #restoreToCount() 149 */ 150 int saveSnapshot(int flags); 151 152 /** 153 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 154 * 155 * @return True if the clip was modified. 156 */ 157 bool restoreSnapshot(); 158 159 /** 160 * Sets the clipping rectangle using glScissor. The clip is defined by 161 * the current snapshot's clipRect member. 162 */ 163 void setScissorFromClip(); 164 165 /** 166 * Creates a new layer stored in the specified snapshot. 167 * 168 * @param snapshot The snapshot associated with the new layer 169 * @param left The left coordinate of the layer 170 * @param top The top coordinate of the layer 171 * @param right The right coordinate of the layer 172 * @param bottom The bottom coordinate of the layer 173 * @param alpha The translucency of the layer 174 * @param mode The blending mode of the layer 175 * @param flags The layer save flags 176 * @param previousFbo The name of the current framebuffer 177 * 178 * @return True if the layer was successfully created, false otherwise 179 */ 180 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 181 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 182 183 /** 184 * Creates a new layer stored in the specified snapshot as an FBO. 185 * 186 * @param layer The layer to store as an FBO 187 * @param snapshot The snapshot associated with the new layer 188 * @param bounds The bounds of the layer 189 * @param previousFbo The name of the current framebuffer 190 */ 191 bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 192 GLuint previousFbo); 193 194 /** 195 * Compose the specified layer as a region. 196 * 197 * @param layer The layer to compose 198 * @param rect The layer's bounds 199 */ 200 void composeLayerRegion(Layer* layer, const Rect& rect); 201 202 /** 203 * Compose the specified layer as a simple rectangle. 204 * 205 * @param layer The layer to compose 206 * @param rect The layer's bounds 207 * @param swap If true, the source and destination are swapped 208 */ 209 void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); 210 211 /** 212 * Clears all the regions corresponding to the current list of layers. 213 * This method MUST be invoked before any drawing operation. 214 */ 215 void clearLayerRegions(); 216 217 /** 218 * Draws a colored rectangle with the specified color. The specified coordinates 219 * are transformed by the current snapshot's transform matrix. 220 * 221 * @param left The left coordinate of the rectangle 222 * @param top The top coordinate of the rectangle 223 * @param right The right coordinate of the rectangle 224 * @param bottom The bottom coordinate of the rectangle 225 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 226 * @param mode The Skia xfermode to use 227 * @param ignoreTransform True if the current transform should be ignored 228 * @param ignoreBlending True if the blending is set by the caller 229 */ 230 void drawColorRect(float left, float top, float right, float bottom, 231 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 232 233 /** 234 * Setups shaders to draw a colored rect. 235 */ 236 void setupColorRect(float left, float top, float right, float bottom, 237 float r, float g, float b, float a, SkXfermode::Mode mode, 238 bool ignoreTransform, bool ignoreMatrix = false); 239 240 /** 241 * Draws a textured rectangle with the specified texture. The specified coordinates 242 * are transformed by the current snapshot's transform matrix. 243 * 244 * @param left The left coordinate of the rectangle 245 * @param top The top coordinate of the rectangle 246 * @param right The right coordinate of the rectangle 247 * @param bottom The bottom coordinate of the rectangle 248 * @param texture The texture name to map onto the rectangle 249 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 250 * @param mode The blending mode 251 * @param blend True if the texture contains an alpha channel 252 */ 253 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 254 float alpha, SkXfermode::Mode mode, bool blend); 255 256 /** 257 * Draws a textured rectangle with the specified texture. The specified coordinates 258 * are transformed by the current snapshot's transform matrix. 259 * 260 * @param left The left coordinate of the rectangle 261 * @param top The top coordinate of the rectangle 262 * @param right The right coordinate of the rectangle 263 * @param bottom The bottom coordinate of the rectangle 264 * @param texture The texture to use 265 * @param paint The paint containing the alpha, blending mode, etc. 266 */ 267 void drawTextureRect(float left, float top, float right, float bottom, 268 Texture* texture, SkPaint* paint); 269 270 /** 271 * Draws a textured mesh with the specified texture. If the indices are omitted, 272 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 273 * VBO is bound. 274 * 275 * @param left The left coordinate of the rectangle 276 * @param top The top coordinate of the rectangle 277 * @param right The right coordinate of the rectangle 278 * @param bottom The bottom coordinate of the rectangle 279 * @param texture The texture name to map onto the rectangle 280 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 281 * @param mode The blending mode 282 * @param blend True if the texture contains an alpha channel 283 * @param vertices The vertices that define the mesh 284 * @param texCoords The texture coordinates of each vertex 285 * @param elementsCount The number of elements in the mesh, required by indices 286 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 287 * @param ignoreTransform True if the current transform should be ignored 288 * @param vbo The VBO used to draw the mesh 289 * @param ignoreScale True if the model view matrix should not be scaled 290 * @param dirty True if calling this method should dirty the current layer 291 */ 292 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 293 float alpha, SkXfermode::Mode mode, bool blend, 294 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 295 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 296 bool ignoreScale = false, bool dirty = true); 297 298 /** 299 * Prepares the renderer to draw the specified shadow. The active texture 300 * unit must be 0 and the other units must be unbound. 301 * 302 * @param texture The shadow texture 303 * @param x The x coordinate of the shadow 304 * @param y The y coordinate of the shadow 305 * @param mode The blending mode 306 * @param alpha The alpha value 307 */ 308 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 309 float alpha); 310 311 /** 312 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 313 * 314 * @param texture The texture to render with 315 * @param textureUnit The texture unit to use, may be modified 316 * @param x The x coordinate of the rectangle to draw 317 * @param y The y coordinate of the rectangle to draw 318 * @param r The red component of the color 319 * @param g The green component of the color 320 * @param b The blue component of the color 321 * @param a The alpha component of the color 322 * @param mode The blending mode 323 * @param transforms True if the matrix passed to the shader should be multiplied 324 * by the model-view matrix 325 * @param applyFilters Whether or not to take color filters and 326 * shaders into account 327 */ 328 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 329 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 330 bool applyFilters); 331 332 /** 333 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 334 * 335 * @param texture The texture to render with 336 * @param width The width of the texture 337 * @param height The height of the texture 338 * @param textureUnit The texture unit to use, may be modified 339 * @param x The x coordinate of the rectangle to draw 340 * @param y The y coordinate of the rectangle to draw 341 * @param r The red component of the color 342 * @param g The green component of the color 343 * @param b The blue component of the color 344 * @param a The alpha component of the color 345 * @param mode The blending mode 346 * @param transforms True if the matrix passed to the shader should be multiplied 347 * by the model-view matrix 348 * @param applyFilters Whether or not to take color filters and 349 * shaders into account 350 */ 351 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 352 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 353 SkXfermode::Mode mode, bool transforms, bool applyFilters); 354 355 /** 356 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 357 * and texCoords pointers. The pointers become offsets when a VBO is bound. 358 */ 359 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 360 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 361 SkXfermode::Mode mode, bool transforms, bool applyFilters, 362 GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0); 363 364 /** 365 * Draws text underline and strike-through if needed. 366 * 367 * @param text The text to decor 368 * @param bytesCount The number of bytes in the text 369 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 370 * @param x The x coordinate where the text will be drawn 371 * @param y The y coordinate where the text will be drawn 372 * @param paint The paint to draw the text with 373 */ 374 void drawTextDecorations(const char* text, int bytesCount, float length, 375 float x, float y, SkPaint* paint); 376 377 /** 378 * Resets the texture coordinates stored in mMeshVertices. Setting the values 379 * back to default is achieved by calling: 380 * 381 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 382 * 383 * @param u1 The left coordinate of the texture 384 * @param v1 The bottom coordinate of the texture 385 * @param u2 The right coordinate of the texture 386 * @param v2 The top coordinate of the texture 387 */ 388 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 389 390 /** 391 * Gets the alpha and xfermode out of a paint object. If the paint is null 392 * alpha will be 255 and the xfermode will be SRC_OVER. 393 * 394 * @param paint The paint to extract values from 395 * @param alpha Where to store the resulting alpha 396 * @param mode Where to store the resulting xfermode 397 */ 398 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 399 400 /** 401 * Binds the specified texture. The texture unit must have been selected 402 * prior to calling this method. 403 */ 404 inline void bindTexture(GLuint texture) { 405 glBindTexture(GL_TEXTURE_2D, texture); 406 } 407 408 /** 409 * Sets the wrap modes for the specified texture. The wrap modes are modified 410 * only when needed. 411 */ 412 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 413 414 /** 415 * Enable or disable blending as necessary. This function sets the appropriate 416 * blend function based on the specified xfermode. 417 */ 418 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 419 bool swapSrcDst = false); 420 421 /** 422 * Safely retrieves the mode from the specified xfermode. If the specified 423 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 424 */ 425 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 426 427 /** 428 * Use the specified program with the current GL context. If the program is already 429 * in use, it will not be bound again. If it is not in use, the current program is 430 * marked unused and the specified program becomes used and becomes the new 431 * current program. 432 * 433 * @param program The program to use 434 * 435 * @return true If the specified program was already in use, false otherwise. 436 */ 437 inline bool useProgram(Program* program); 438 439 /** 440 * Invoked before any drawing operation. This sets required state. 441 */ 442 void setupDraw(); 443 444 /** 445 * Should be invoked every time the glScissor is modified. 446 */ 447 inline void dirtyClip() { 448 mDirtyClip = true; 449 } 450 451 /** 452 * Mark the layer as dirty at the specified coordinates. The coordinates 453 * are transformed with the supplied matrix. 454 */ 455 void dirtyLayer(const float left, const float top, const float right, const float bottom, 456 const mat4 transform); 457 458 /** 459 * Mark the layer as dirty at the specified coordinates. 460 */ 461 void dirtyLayer(const float left, const float top, const float right, const float bottom); 462 463 // Dimensions of the drawing surface 464 int mWidth, mHeight; 465 466 // Matrix used for ortho projection in shaders 467 mat4 mOrthoMatrix; 468 469 // Model-view matrix used to position/size objects 470 mat4 mModelView; 471 472 // Number of saved states 473 int mSaveCount; 474 // Base state 475 sp<Snapshot> mFirstSnapshot; 476 // Current state 477 sp<Snapshot> mSnapshot; 478 479 // Shaders 480 SkiaShader* mShader; 481 482 // Color filters 483 SkiaColorFilter* mColorFilter; 484 485 // Used to draw textured quads 486 TextureVertex mMeshVertices[4]; 487 488 // Drop shadow 489 bool mHasShadow; 490 float mShadowRadius; 491 float mShadowDx; 492 float mShadowDy; 493 int mShadowColor; 494 495 // Various caches 496 Caches& mCaches; 497 498 // List of rectangles to clear due to calls to saveLayer() 499 Vector<Rect*> mLayers; 500 501 // Indentity matrix 502 const mat4 mIdentity; 503 504 // Indicates whether the clip must be restored 505 bool mDirtyClip; 506 507 friend class DisplayListRenderer; 508 509}; // class OpenGLRenderer 510 511}; // namespace uirenderer 512}; // namespace android 513 514#endif // ANDROID_HWUI_OPENGL_RENDERER_H 515