OpenGLRenderer.h revision 1bd1bad0b4a75e633c5edbe802bf6fb4dd765161
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 // These two calls must not be recorded in display lists 68 void interrupt(); 69 void resume(); 70 71 virtual void acquireContext(); 72 virtual void releaseContext(); 73 74 int getSaveCount() const; 75 virtual int save(int flags); 76 virtual void restore(); 77 virtual void restoreToCount(int saveCount); 78 79 virtual int saveLayer(float left, float top, float right, float bottom, 80 SkPaint* p, int flags); 81 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 82 int alpha, int flags); 83 84 virtual void translate(float dx, float dy); 85 virtual void rotate(float degrees); 86 virtual void scale(float sx, float sy); 87 88 const float* getMatrix() const; 89 void getMatrix(SkMatrix* matrix); 90 virtual void setMatrix(SkMatrix* matrix); 91 virtual void concatMatrix(SkMatrix* matrix); 92 93 const Rect& getClipBounds(); 94 bool quickReject(float left, float top, float right, float bottom); 95 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 96 97 virtual void drawDisplayList(DisplayList* displayList, uint32_t level = 0); 98 virtual void drawLayer(Layer* layer, float x, float y, SkPaint* paint); 99 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 100 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 101 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 102 float srcRight, float srcBottom, float dstLeft, float dstTop, 103 float dstRight, float dstBottom, SkPaint* paint); 104 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 105 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 106 float left, float top, float right, float bottom, SkPaint* paint); 107 virtual void drawColor(int color, SkXfermode::Mode mode); 108 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 109 virtual void drawPath(SkPath* path, SkPaint* paint); 110 virtual void drawLines(float* points, int count, SkPaint* paint); 111 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 112 SkPaint* paint); 113 114 virtual void resetShader(); 115 virtual void setupShader(SkiaShader* shader); 116 117 virtual void resetColorFilter(); 118 virtual void setupColorFilter(SkiaColorFilter* filter); 119 120 virtual void resetShadow(); 121 virtual void setupShadow(float radius, float dx, float dy, int color); 122 123protected: 124 /** 125 * Compose the layer defined in the current snapshot with the layer 126 * defined by the previous snapshot. 127 * 128 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 129 * 130 * @param curent The current snapshot containing the layer to compose 131 * @param previous The previous snapshot to compose the current layer with 132 */ 133 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 134 135 /** 136 * Mark the layer as dirty at the specified coordinates. The coordinates 137 * are transformed with the supplied matrix. 138 */ 139 virtual void dirtyLayer(const float left, const float top, 140 const float right, const float bottom, const mat4 transform); 141 142 /** 143 * Mark the layer as dirty at the specified coordinates. 144 */ 145 virtual void dirtyLayer(const float left, const float top, 146 const float right, const float bottom); 147 148 void dirtyLayerUnchecked(Rect& bounds, Region* region); 149 150private: 151 /** 152 * Saves the current state of the renderer as a new snapshot. 153 * The new snapshot is saved in mSnapshot and the previous snapshot 154 * is linked from mSnapshot->previous. 155 * 156 * @param flags The save flags; see SkCanvas for more information 157 * 158 * @return The new save count. This value can be passed to #restoreToCount() 159 */ 160 int saveSnapshot(int flags); 161 162 /** 163 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 164 * 165 * @return True if the clip was modified. 166 */ 167 bool restoreSnapshot(); 168 169 /** 170 * Sets the clipping rectangle using glScissor. The clip is defined by 171 * the current snapshot's clipRect member. 172 */ 173 void setScissorFromClip(); 174 175 /** 176 * Creates a new layer stored in the specified snapshot. 177 * 178 * @param snapshot The snapshot associated with the new layer 179 * @param left The left coordinate of the layer 180 * @param top The top coordinate of the layer 181 * @param right The right coordinate of the layer 182 * @param bottom The bottom coordinate of the layer 183 * @param alpha The translucency of the layer 184 * @param mode The blending mode of the layer 185 * @param flags The layer save flags 186 * @param previousFbo The name of the current framebuffer 187 * 188 * @return True if the layer was successfully created, false otherwise 189 */ 190 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 191 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 192 193 /** 194 * Creates a new layer stored in the specified snapshot as an FBO. 195 * 196 * @param layer The layer to store as an FBO 197 * @param snapshot The snapshot associated with the new layer 198 * @param bounds The bounds of the layer 199 * @param previousFbo The name of the current framebuffer 200 */ 201 bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 202 GLuint previousFbo); 203 204 /** 205 * Compose the specified layer as a region. 206 * 207 * @param layer The layer to compose 208 * @param rect The layer's bounds 209 */ 210 void composeLayerRegion(Layer* layer, const Rect& rect); 211 212 /** 213 * Compose the specified layer as a simple rectangle. 214 * 215 * @param layer The layer to compose 216 * @param rect The layer's bounds 217 * @param swap If true, the source and destination are swapped 218 */ 219 void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); 220 221 /** 222 * Clears all the regions corresponding to the current list of layers. 223 * This method MUST be invoked before any drawing operation. 224 */ 225 void clearLayerRegions(); 226 227 /** 228 * Draws a colored rectangle with the specified color. The specified coordinates 229 * are transformed by the current snapshot's transform matrix. 230 * 231 * @param left The left coordinate of the rectangle 232 * @param top The top coordinate of the rectangle 233 * @param right The right coordinate of the rectangle 234 * @param bottom The bottom coordinate of the rectangle 235 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 236 * @param mode The Skia xfermode to use 237 * @param ignoreTransform True if the current transform should be ignored 238 * @param ignoreBlending True if the blending is set by the caller 239 */ 240 void drawColorRect(float left, float top, float right, float bottom, 241 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 242 243 /** 244 * Draws a textured rectangle with the specified texture. The specified coordinates 245 * are transformed by the current snapshot's transform matrix. 246 * 247 * @param left The left coordinate of the rectangle 248 * @param top The top coordinate of the rectangle 249 * @param right The right coordinate of the rectangle 250 * @param bottom The bottom coordinate of the rectangle 251 * @param texture The texture name to map onto the rectangle 252 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 253 * @param mode The blending mode 254 * @param blend True if the texture contains an alpha channel 255 */ 256 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 257 float alpha, SkXfermode::Mode mode, bool blend); 258 259 /** 260 * Draws a textured rectangle with the specified texture. The specified coordinates 261 * are transformed by the current snapshot's transform matrix. 262 * 263 * @param left The left coordinate of the rectangle 264 * @param top The top coordinate of the rectangle 265 * @param right The right coordinate of the rectangle 266 * @param bottom The bottom coordinate of the rectangle 267 * @param texture The texture to use 268 * @param paint The paint containing the alpha, blending mode, etc. 269 */ 270 void drawTextureRect(float left, float top, float right, float bottom, 271 Texture* texture, SkPaint* paint); 272 273 /** 274 * Draws a textured mesh with the specified texture. If the indices are omitted, 275 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 276 * VBO is bound. 277 * 278 * @param left The left coordinate of the rectangle 279 * @param top The top coordinate of the rectangle 280 * @param right The right coordinate of the rectangle 281 * @param bottom The bottom coordinate of the rectangle 282 * @param texture The texture name to map onto the rectangle 283 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 284 * @param mode The blending mode 285 * @param blend True if the texture contains an alpha channel 286 * @param vertices The vertices that define the mesh 287 * @param texCoords The texture coordinates of each vertex 288 * @param elementsCount The number of elements in the mesh, required by indices 289 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 290 * @param ignoreTransform True if the current transform should be ignored 291 * @param vbo The VBO used to draw the mesh 292 * @param ignoreScale True if the model view matrix should not be scaled 293 * @param dirty True if calling this method should dirty the current layer 294 */ 295 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 296 float alpha, SkXfermode::Mode mode, bool blend, 297 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 298 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 299 bool ignoreScale = false, bool dirty = true); 300 301 /** 302 * Draws text underline and strike-through if needed. 303 * 304 * @param text The text to decor 305 * @param bytesCount The number of bytes in the text 306 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 307 * @param x The x coordinate where the text will be drawn 308 * @param y The y coordinate where the text will be drawn 309 * @param paint The paint to draw the text with 310 */ 311 void drawTextDecorations(const char* text, int bytesCount, float length, 312 float x, float y, SkPaint* paint); 313 314 /** 315 * Resets the texture coordinates stored in mMeshVertices. Setting the values 316 * back to default is achieved by calling: 317 * 318 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 319 * 320 * @param u1 The left coordinate of the texture 321 * @param v1 The bottom coordinate of the texture 322 * @param u2 The right coordinate of the texture 323 * @param v2 The top coordinate of the texture 324 */ 325 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 326 327 /** 328 * Gets the alpha and xfermode out of a paint object. If the paint is null 329 * alpha will be 255 and the xfermode will be SRC_OVER. 330 * 331 * @param paint The paint to extract values from 332 * @param alpha Where to store the resulting alpha 333 * @param mode Where to store the resulting xfermode 334 */ 335 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 336 337 /** 338 * Binds the specified texture. The texture unit must have been selected 339 * prior to calling this method. 340 */ 341 inline void bindTexture(GLuint texture) { 342 glBindTexture(GL_TEXTURE_2D, texture); 343 } 344 345 /** 346 * Sets the wrap modes for the specified texture. The wrap modes are modified 347 * only when needed. 348 */ 349 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 350 351 /** 352 * Enable or disable blending as necessary. This function sets the appropriate 353 * blend function based on the specified xfermode. 354 */ 355 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 356 bool swapSrcDst = false); 357 358 /** 359 * Safely retrieves the mode from the specified xfermode. If the specified 360 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 361 */ 362 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 363 364 /** 365 * Use the specified program with the current GL context. If the program is already 366 * in use, it will not be bound again. If it is not in use, the current program is 367 * marked unused and the specified program becomes used and becomes the new 368 * current program. 369 * 370 * @param program The program to use 371 * 372 * @return true If the specified program was already in use, false otherwise. 373 */ 374 inline bool useProgram(Program* program); 375 376 /** 377 * Invoked before any drawing operation. This sets required state. 378 */ 379 void setupDraw(); 380 /** 381 * Various methods to setup OpenGL rendering. 382 */ 383 void setupDrawWithTexture(bool isAlpha8 = false); 384 void setupDrawColor(int color); 385 void setupDrawColor(int color, int alpha); 386 void setupDrawColor(float r, float g, float b, float a); 387 void setupDrawAlpha8Color(int color, int alpha); 388 void setupDrawAlpha8Color(float r, float g, float b, float a); 389 void setupDrawShader(); 390 void setupDrawColorFilter(); 391 void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 392 bool swapSrcDst = false); 393 void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 394 bool swapSrcDst = false); 395 void setupDrawProgram(); 396 void setupDrawDirtyRegionsDisabled(); 397 void setupDrawModelViewIdentity(); 398 void setupDrawModelView(float left, float top, float right, float bottom, 399 bool ignoreTransform = false, bool ignoreModelView = false); 400 void setupDrawModelViewTranslate(float left, float top, float right, float bottom, 401 bool ignoreTransform = false); 402 void setupDrawColorUniforms(); 403 void setupDrawPureColorUniforms(); 404 void setupDrawShaderIdentityUniforms(); 405 void setupDrawShaderUniforms(bool ignoreTransform = false); 406 void setupDrawColorFilterUniforms(); 407 void setupDrawSimpleMesh(); 408 void setupDrawTexture(GLuint texture); 409 void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0); 410 void finishDrawTexture(); 411 412 /** 413 * Should be invoked every time the glScissor is modified. 414 */ 415 inline void dirtyClip() { 416 mDirtyClip = true; 417 } 418 419 // Dimensions of the drawing surface 420 int mWidth, mHeight; 421 422 // Matrix used for ortho projection in shaders 423 mat4 mOrthoMatrix; 424 425 // Model-view matrix used to position/size objects 426 mat4 mModelView; 427 428 // Number of saved states 429 int mSaveCount; 430 // Base state 431 sp<Snapshot> mFirstSnapshot; 432 // Current state 433 sp<Snapshot> mSnapshot; 434 435 // Shaders 436 SkiaShader* mShader; 437 438 // Color filters 439 SkiaColorFilter* mColorFilter; 440 441 // Used to draw textured quads 442 TextureVertex mMeshVertices[4]; 443 444 // Drop shadow 445 bool mHasShadow; 446 float mShadowRadius; 447 float mShadowDx; 448 float mShadowDy; 449 int mShadowColor; 450 451 // Various caches 452 Caches& mCaches; 453 454 // List of rectangles to clear due to calls to saveLayer() 455 Vector<Rect*> mLayers; 456 457 // Indentity matrix 458 const mat4 mIdentity; 459 460 // Indicates whether the clip must be restored 461 bool mDirtyClip; 462 463 // The following fields are used to setup drawing 464 // Used to describe the shaders to generate 465 ProgramDescription mDescription; 466 // Color description 467 bool mColorSet; 468 float mColorA, mColorR, mColorG, mColorB; 469 // Indicates that the shader should get a color 470 bool mSetShaderColor; 471 // Current texture unit 472 GLuint mTextureUnit; 473 // Track dirty regions, true by default 474 bool mTrackDirtyRegions; 475 // Texture coordinates slot 476 int mTexCoordsSlot; 477 478 friend class DisplayListRenderer; 479 480}; // class OpenGLRenderer 481 482}; // namespace uirenderer 483}; // namespace android 484 485#endif // ANDROID_HWUI_OPENGL_RENDERER_H 486