OpenGLRenderer.h revision 284b24358410cb0200e525a5ba36994090c83f20
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 <SkCanvas.h>
25#include <SkColorFilter.h>
26#include <SkMatrix.h>
27#include <SkPaint.h>
28#include <SkRegion.h>
29#include <SkXfermode.h>
30
31#include <utils/Blur.h>
32#include <utils/Functor.h>
33#include <utils/RefBase.h>
34#include <utils/SortedVector.h>
35#include <utils/Vector.h>
36
37#include <cutils/compiler.h>
38
39#include <androidfw/ResourceTypes.h>
40
41#include "Debug.h"
42#include "Extensions.h"
43#include "Matrix.h"
44#include "Program.h"
45#include "Rect.h"
46#include "Renderer.h"
47#include "Snapshot.h"
48#include "StatefulBaseRenderer.h"
49#include "UvMapper.h"
50#include "Vertex.h"
51#include "Caches.h"
52#include "CanvasProperty.h"
53
54class SkShader;
55
56namespace android {
57namespace uirenderer {
58
59class DeferredDisplayState;
60class RenderState;
61class RenderNode;
62class TextSetupFunctor;
63class VertexBuffer;
64
65struct DrawModifiers {
66    DrawModifiers() {
67        reset();
68    }
69
70    void reset() {
71        memset(this, 0, sizeof(DrawModifiers));
72    }
73
74    float mOverrideLayerAlpha;
75
76    // Draw filters
77    bool mHasDrawFilter;
78    int mPaintFilterClearBits;
79    int mPaintFilterSetBits;
80};
81
82enum StateDeferFlags {
83    kStateDeferFlag_Draw = 0x1,
84    kStateDeferFlag_Clip = 0x2
85};
86
87enum ClipSideFlags {
88    kClipSide_None = 0x0,
89    kClipSide_Left = 0x1,
90    kClipSide_Top = 0x2,
91    kClipSide_Right = 0x4,
92    kClipSide_Bottom = 0x8,
93    kClipSide_Full = 0xF,
94    kClipSide_ConservativeFull = 0x1F
95};
96
97enum VertexBufferDisplayFlags {
98    kVertexBuffer_Offset = 0x1,
99    kVertexBuffer_ShadowInterp = 0x2,
100};
101
102/**
103 * Defines additional transformation that should be applied by the model view matrix, beyond that of
104 * the currentTransform()
105 */
106enum ModelViewMode {
107    /**
108     * Used when the model view should simply translate geometry passed to the shader. The resulting
109     * matrix will be a simple translation.
110     */
111    kModelViewMode_Translate = 0,
112
113    /**
114     * Used when the model view should translate and scale geometry. The resulting matrix will be a
115     * translation + scale. This is frequently used together with VBO 0, the (0,0,1,1) rect.
116     */
117    kModelViewMode_TranslateAndScale = 1,
118};
119
120///////////////////////////////////////////////////////////////////////////////
121// Renderer
122///////////////////////////////////////////////////////////////////////////////
123/**
124 * OpenGL Renderer implementation.
125 */
126class OpenGLRenderer : public StatefulBaseRenderer {
127public:
128    OpenGLRenderer(RenderState& renderState);
129    virtual ~OpenGLRenderer();
130
131    void initProperties();
132    void initLight(const Vector3& lightCenter, float lightRadius,
133            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
134
135    virtual void onViewportInitialized();
136    virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
137    virtual void finish();
138
139    void setCountOverdrawEnabled(bool enabled) {
140        mCountOverdraw = enabled;
141    }
142
143    float getOverdraw() {
144        return mCountOverdraw ? mOverdraw : 0.0f;
145    }
146
147    virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
148
149    void pushLayerUpdate(Layer* layer);
150    void cancelLayerUpdate(Layer* layer);
151    void clearLayerUpdates();
152    void flushLayerUpdates();
153    void markLayersAsBuildLayers();
154
155    virtual int saveLayer(float left, float top, float right, float bottom,
156            const SkPaint* paint, int flags) {
157        return saveLayer(left, top, right, bottom, paint, flags, NULL);
158    }
159
160    // Specialized saveLayer implementation, which will pass the convexMask to an FBO layer, if
161    // created, which will in turn clip to that mask when drawn back/restored.
162    int saveLayer(float left, float top, float right, float bottom,
163            const SkPaint* paint, int flags, const SkPath* convexMask);
164
165    int saveLayerDeferred(float left, float top, float right, float bottom,
166            const SkPaint* paint, int flags);
167
168    virtual status_t drawRenderNode(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1);
169    virtual status_t drawLayer(Layer* layer, float x, float y);
170    virtual status_t drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
171    status_t drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
172            TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
173    virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
174            float srcRight, float srcBottom, float dstLeft, float dstTop,
175            float dstRight, float dstBottom, const SkPaint* paint);
176    virtual status_t drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint);
177    virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
178            const float* vertices, const int* colors, const SkPaint* paint);
179    status_t drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
180            TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
181    virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
182            float left, float top, float right, float bottom, const SkPaint* paint);
183    status_t drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
184            float left, float top, float right, float bottom, const SkPaint* paint);
185    virtual status_t drawColor(int color, SkXfermode::Mode mode);
186    virtual status_t drawRect(float left, float top, float right, float bottom,
187            const SkPaint* paint);
188    virtual status_t drawRoundRect(float left, float top, float right, float bottom,
189            float rx, float ry, const SkPaint* paint);
190    virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
191    virtual status_t drawOval(float left, float top, float right, float bottom,
192            const SkPaint* paint);
193    virtual status_t drawArc(float left, float top, float right, float bottom,
194            float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
195    virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
196    virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
197    virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
198    virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
199            float hOffset, float vOffset, const SkPaint* paint);
200    virtual status_t drawPosText(const char* text, int bytesCount, int count,
201            const float* positions, const SkPaint* paint);
202    virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
203            const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
204            DrawOpMode drawOpMode = kDrawOpMode_Immediate);
205    virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
206
207    status_t drawShadow(float casterAlpha,
208            const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer);
209
210    virtual void resetPaintFilter();
211    virtual void setupPaintFilter(int clearBits, int setBits);
212
213    // If this value is set to < 1.0, it overrides alpha set on layer (see drawBitmap, drawLayer)
214    void setOverrideLayerAlpha(float alpha) { mDrawModifiers.mOverrideLayerAlpha = alpha; }
215
216    const SkPaint* filterPaint(const SkPaint* paint);
217
218    /**
219     * Store the current display state (most importantly, the current clip and transform), and
220     * additionally map the state's bounds from local to window coordinates.
221     *
222     * Returns true if quick-rejected
223     */
224    bool storeDisplayState(DeferredDisplayState& state, int stateDeferFlags);
225    void restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore = false);
226    void setupMergedMultiDraw(const Rect* clipRect);
227
228    const DrawModifiers& getDrawModifiers() { return mDrawModifiers; }
229    void setDrawModifiers(const DrawModifiers& drawModifiers) { mDrawModifiers = drawModifiers; }
230
231    bool isCurrentTransformSimple() {
232        return currentTransform()->isSimple();
233    }
234
235    Caches& getCaches() {
236        return mCaches;
237    }
238
239    // simple rect clip
240    bool isCurrentClipSimple() {
241        return mSnapshot->clipRegion->isEmpty();
242    }
243
244    int getViewportWidth() { return currentSnapshot()->getViewportWidth(); }
245    int getViewportHeight() { return currentSnapshot()->getViewportHeight(); }
246
247    /**
248     * Scales the alpha on the current snapshot. This alpha value will be modulated
249     * with other alpha values when drawing primitives.
250     */
251    void scaleAlpha(float alpha) {
252        mSnapshot->alpha *= alpha;
253    }
254
255    /**
256     * Inserts a named event marker in the stream of GL commands.
257     */
258    void eventMark(const char* name) const;
259
260    /**
261     * Inserts a formatted event marker in the stream of GL commands.
262     */
263    void eventMarkDEBUG(const char *fmt, ...) const;
264
265    /**
266     * Inserts a named group marker in the stream of GL commands. This marker
267     * can be used by tools to group commands into logical groups. A call to
268     * this method must always be followed later on by a call to endMark().
269     */
270    void startMark(const char* name) const;
271
272    /**
273     * Closes the last group marker opened by startMark().
274     */
275    void endMark() const;
276
277    /**
278     * Gets the alpha and xfermode out of a paint object. If the paint is null
279     * alpha will be 255 and the xfermode will be SRC_OVER. This method does
280     * not multiply the paint's alpha by the current snapshot's alpha, and does
281     * not replace the alpha with the overrideLayerAlpha
282     *
283     * @param paint The paint to extract values from
284     * @param alpha Where to store the resulting alpha
285     * @param mode Where to store the resulting xfermode
286     */
287    static inline void getAlphaAndModeDirect(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
288        *mode = getXfermodeDirect(paint);
289        *alpha = getAlphaDirect(paint);
290    }
291
292    static inline SkXfermode::Mode getXfermodeDirect(const SkPaint* paint) {
293        if (!paint) return SkXfermode::kSrcOver_Mode;
294        return getXfermode(paint->getXfermode());
295    }
296
297    static inline int getAlphaDirect(const SkPaint* paint) {
298        if (!paint) return 255;
299        return paint->getAlpha();
300    }
301
302    struct TextShadow {
303        SkScalar radius;
304        float dx;
305        float dy;
306        SkColor color;
307    };
308
309    static inline bool getTextShadow(const SkPaint* paint, TextShadow* textShadow) {
310        SkDrawLooper::BlurShadowRec blur;
311        if (paint && paint->getLooper() && paint->getLooper()->asABlurShadow(&blur)) {
312            if (textShadow) {
313                textShadow->radius = Blur::convertSigmaToRadius(blur.fSigma);
314                textShadow->dx = blur.fOffset.fX;
315                textShadow->dy = blur.fOffset.fY;
316                textShadow->color = blur.fColor;
317            }
318            return true;
319        }
320        return false;
321    }
322
323    static inline bool hasTextShadow(const SkPaint* paint) {
324        return getTextShadow(paint, NULL);
325    }
326
327    /**
328     * Build the best transform to use to rasterize text given a full
329     * transform matrix, and whether filteration is needed.
330     *
331     * Returns whether filtration is needed
332     */
333    bool findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const;
334
335#if DEBUG_MERGE_BEHAVIOR
336    void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) {
337        mCaches.setScissorEnabled(false);
338
339        // should only be called outside of other draw ops, so stencil can only be in test state
340        bool stencilWasEnabled = mCaches.stencil.isTestEnabled();
341        mCaches.stencil.disable();
342
343        drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true);
344
345        if (stencilWasEnabled) mCaches.stencil.enableTest();
346    }
347#endif
348
349    const Vector3& getLightCenter() const { return currentSnapshot()->getRelativeLightCenter(); }
350    float getLightRadius() const { return mLightRadius; }
351    uint8_t getAmbientShadowAlpha() const { return mAmbientShadowAlpha; }
352    uint8_t getSpotShadowAlpha() const { return mSpotShadowAlpha; }
353
354protected:
355    /**
356     * Perform the setup specific to a frame. This method does not
357     * issue any OpenGL commands.
358     */
359    void setupFrameState(float left, float top, float right, float bottom, bool opaque);
360
361    /**
362     * Indicates the start of rendering. This method will setup the
363     * initial OpenGL state (viewport, clearing the buffer, etc.)
364     */
365    status_t startFrame();
366
367    /**
368     * Clears the underlying surface if needed.
369     */
370    virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
371
372    /**
373     * Call this method after updating a layer during a drawing pass.
374     */
375    void resumeAfterLayer();
376
377    /**
378     * This method is called whenever a stencil buffer is required. Subclasses
379     * should override this method and call attachStencilBufferToLayer() on the
380     * appropriate layer(s).
381     */
382    virtual void ensureStencilBuffer();
383
384    /**
385     * Obtains a stencil render buffer (allocating it if necessary) and
386     * attaches it to the specified layer.
387     */
388    void attachStencilBufferToLayer(Layer* layer);
389
390    bool quickRejectSetupScissor(float left, float top, float right, float bottom,
391            const SkPaint* paint = NULL);
392    bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = NULL) {
393        return quickRejectSetupScissor(bounds.left, bounds.top,
394                bounds.right, bounds.bottom, paint);
395    }
396
397    /**
398     * Compose the layer defined in the current snapshot with the layer
399     * defined by the previous snapshot.
400     *
401     * The current snapshot *must* be a layer (flag kFlagIsLayer set.)
402     *
403     * @param curent The current snapshot containing the layer to compose
404     * @param previous The previous snapshot to compose the current layer with
405     */
406    virtual void composeLayer(const Snapshot& current, const Snapshot& previous);
407
408    /**
409     * Marks the specified region as dirty at the specified bounds.
410     */
411    void dirtyLayerUnchecked(Rect& bounds, Region* region);
412
413    /**
414     * Returns the region of the current layer.
415     */
416    virtual Region* getRegion() const {
417        return mSnapshot->region;
418    }
419
420    /**
421     * Indicates whether rendering is currently targeted at a layer.
422     */
423    virtual bool hasLayer() const {
424        return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
425    }
426
427    /**
428     * Returns the name of the FBO this renderer is rendering into.
429     */
430    virtual GLuint getTargetFbo() const {
431        return 0;
432    }
433
434    /**
435     * Renders the specified layer as a textured quad.
436     *
437     * @param layer The layer to render
438     * @param rect The bounds of the layer
439     */
440    void drawTextureLayer(Layer* layer, const Rect& rect);
441
442    /**
443     * Gets the alpha and xfermode out of a paint object. If the paint is null
444     * alpha will be 255 and the xfermode will be SRC_OVER. Accounts for both
445     * snapshot alpha, and overrideLayerAlpha
446     *
447     * @param paint The paint to extract values from
448     * @param alpha Where to store the resulting alpha
449     * @param mode Where to store the resulting xfermode
450     */
451    inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const;
452
453    /**
454     * Gets the alpha from a layer, accounting for snapshot alpha and overrideLayerAlpha
455     *
456     * @param layer The layer from which the alpha is extracted
457     */
458    inline float getLayerAlpha(const Layer* layer) const;
459
460    /**
461     * Safely retrieves the ColorFilter from the given Paint. If the paint is
462     * null then null is returned.
463     */
464    static inline SkColorFilter* getColorFilter(const SkPaint* paint) {
465        return paint ? paint->getColorFilter() : NULL;
466    }
467
468    /**
469     * Safely retrieves the Shader from the given Paint. If the paint is
470     * null then null is returned.
471     */
472    static inline const SkShader* getShader(const SkPaint* paint) {
473        return paint ? paint->getShader() : NULL;
474    }
475
476    /**
477     * Set to true to suppress error checks at the end of a frame.
478     */
479    virtual bool suppressErrorChecks() const {
480        return false;
481    }
482
483    inline RenderState& renderState() { return mRenderState; }
484
485private:
486    /**
487     * Discards the content of the framebuffer if supported by the driver.
488     * This method should be called at the beginning of a frame to optimize
489     * rendering on some tiler architectures.
490     */
491    void discardFramebuffer(float left, float top, float right, float bottom);
492
493    /**
494     * Ensures the state of the renderer is the same as the state of
495     * the GL context.
496     */
497    void syncState();
498
499    /**
500     * Tells the GPU what part of the screen is about to be redrawn.
501     * This method will use the current layer space clip rect.
502     * This method needs to be invoked every time getTargetFbo() is
503     * bound again.
504     */
505    void startTilingCurrentClip(bool opaque = false, bool expand = false);
506
507    /**
508     * Tells the GPU what part of the screen is about to be redrawn.
509     * This method needs to be invoked every time getTargetFbo() is
510     * bound again.
511     */
512    void startTiling(const Rect& clip, int windowHeight, bool opaque = false, bool expand = false);
513
514    /**
515     * Tells the GPU that we are done drawing the frame or that we
516     * are switching to another render target.
517     */
518    void endTiling();
519
520    void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored);
521
522    /**
523     * Sets the clipping rectangle using glScissor. The clip is defined by
524     * the current snapshot's clipRect member.
525     */
526    void setScissorFromClip();
527
528    /**
529     * Sets the clipping region using the stencil buffer. The clip region
530     * is defined by the current snapshot's clipRegion member.
531     */
532    void setStencilFromClip();
533
534    /**
535     * Given the local bounds of the layer, calculates ...
536     */
537    void calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer);
538
539    /**
540     * Given the local bounds + clip of the layer, updates current snapshot's empty/invisible
541     */
542    void updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
543            bool fboLayer, int alpha);
544
545    /**
546     * Creates a new layer stored in the specified snapshot.
547     *
548     * @param snapshot The snapshot associated with the new layer
549     * @param left The left coordinate of the layer
550     * @param top The top coordinate of the layer
551     * @param right The right coordinate of the layer
552     * @param bottom The bottom coordinate of the layer
553     * @param alpha The translucency of the layer
554     * @param mode The blending mode of the layer
555     * @param flags The layer save flags
556     * @param mask A mask to use when drawing the layer back, may be empty
557     *
558     * @return True if the layer was successfully created, false otherwise
559     */
560    bool createLayer(float left, float top, float right, float bottom,
561            const SkPaint* paint, int flags, const SkPath* convexMask);
562
563    /**
564     * Creates a new layer stored in the specified snapshot as an FBO.
565     *
566     * @param layer The layer to store as an FBO
567     * @param snapshot The snapshot associated with the new layer
568     * @param bounds The bounds of the layer
569     */
570    bool createFboLayer(Layer* layer, Rect& bounds, Rect& clip);
571
572    /**
573     * Compose the specified layer as a region.
574     *
575     * @param layer The layer to compose
576     * @param rect The layer's bounds
577     */
578    void composeLayerRegion(Layer* layer, const Rect& rect);
579
580    /**
581     * Compose the specified layer as a simple rectangle.
582     *
583     * @param layer The layer to compose
584     * @param rect The layer's bounds
585     * @param swap If true, the source and destination are swapped
586     */
587    void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
588
589    /**
590     * Clears all the regions corresponding to the current list of layers.
591     * This method MUST be invoked before any drawing operation.
592     */
593    void clearLayerRegions();
594
595    /**
596     * Mark the layer as dirty at the specified coordinates. The coordinates
597     * are transformed with the supplied matrix.
598     */
599    void dirtyLayer(const float left, const float top,
600            const float right, const float bottom, const mat4 transform);
601
602    /**
603     * Mark the layer as dirty at the specified coordinates.
604     */
605    void dirtyLayer(const float left, const float top,
606            const float right, const float bottom);
607
608    /**
609     * Draws a colored rectangle with the specified color. The specified coordinates
610     * are transformed by the current snapshot's transform matrix unless specified
611     * otherwise.
612     *
613     * @param left The left coordinate of the rectangle
614     * @param top The top coordinate of the rectangle
615     * @param right The right coordinate of the rectangle
616     * @param bottom The bottom coordinate of the rectangle
617     * @param paint The paint containing the color, blending mode, etc.
618     * @param ignoreTransform True if the current transform should be ignored
619     */
620    void drawColorRect(float left, float top, float right, float bottom,
621            const SkPaint* paint, bool ignoreTransform = false);
622
623    /**
624     * Draws a series of colored rectangles with the specified color. The specified
625     * coordinates are transformed by the current snapshot's transform matrix unless
626     * specified otherwise.
627     *
628     * @param rects A list of rectangles, 4 floats (left, top, right, bottom)
629     *              per rectangle
630     * @param paint The paint containing the color, blending mode, etc.
631     * @param ignoreTransform True if the current transform should be ignored
632     * @param dirty True if calling this method should dirty the current layer
633     * @param clip True if the rects should be clipped, false otherwise
634     */
635    status_t drawColorRects(const float* rects, int count, const SkPaint* paint,
636            bool ignoreTransform = false, bool dirty = true, bool clip = true);
637
638    /**
639     * Draws the shape represented by the specified path texture.
640     * This method invokes drawPathTexture() but takes into account
641     * the extra left/top offset and the texture offset to correctly
642     * position the final shape.
643     *
644     * @param left The left coordinate of the shape to render
645     * @param top The top coordinate of the shape to render
646     * @param texture The texture reprsenting the shape
647     * @param paint The paint to draw the shape with
648     */
649    status_t drawShape(float left, float top, const PathTexture* texture, const SkPaint* paint);
650
651    /**
652     * Draws the specified texture as an alpha bitmap. Alpha bitmaps obey
653     * different compositing rules.
654     *
655     * @param texture The texture to draw with
656     * @param left The x coordinate of the bitmap
657     * @param top The y coordinate of the bitmap
658     * @param paint The paint to render with
659     */
660    void drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint);
661
662    /**
663     * Renders a strip of polygons with the specified paint, used for tessellated geometry.
664     *
665     * @param vertexBuffer The VertexBuffer to be drawn
666     * @param paint The paint to render with
667     * @param flags flags with which to draw
668     */
669    status_t drawVertexBuffer(float translateX, float translateY, const VertexBuffer& vertexBuffer,
670            const SkPaint* paint, int flags = 0);
671
672    /**
673     * Convenience for translating method
674     */
675    status_t drawVertexBuffer(const VertexBuffer& vertexBuffer,
676            const SkPaint* paint, int flags = 0) {
677        return drawVertexBuffer(0.0f, 0.0f, vertexBuffer, paint, flags);
678    }
679
680    /**
681     * Renders the convex hull defined by the specified path as a strip of polygons.
682     *
683     * @param path The hull of the path to draw
684     * @param paint The paint to render with
685     */
686    status_t drawConvexPath(const SkPath& path, const SkPaint* paint);
687
688    /**
689     * Draws a textured rectangle with the specified texture. The specified coordinates
690     * are transformed by the current snapshot's transform matrix.
691     *
692     * @param left The left coordinate of the rectangle
693     * @param top The top coordinate of the rectangle
694     * @param right The right coordinate of the rectangle
695     * @param bottom The bottom coordinate of the rectangle
696     * @param texture The texture to use
697     * @param paint The paint containing the alpha, blending mode, etc.
698     */
699    void drawTextureRect(float left, float top, float right, float bottom,
700            Texture* texture, const SkPaint* paint);
701
702    /**
703     * Draws a textured mesh with the specified texture. If the indices are omitted,
704     * the mesh is drawn as a simple quad. The mesh pointers become offsets when a
705     * VBO is bound.
706     *
707     * @param left The left coordinate of the rectangle
708     * @param top The top coordinate of the rectangle
709     * @param right The right coordinate of the rectangle
710     * @param bottom The bottom coordinate of the rectangle
711     * @param texture The texture name to map onto the rectangle
712     * @param paint The paint containing the alpha, blending mode, colorFilter, etc.
713     * @param blend True if the texture contains an alpha channel
714     * @param vertices The vertices that define the mesh
715     * @param texCoords The texture coordinates of each vertex
716     * @param elementsCount The number of elements in the mesh, required by indices
717     * @param swapSrcDst Whether or not the src and dst blending operations should be swapped
718     * @param ignoreTransform True if the current transform should be ignored
719     * @param vbo The VBO used to draw the mesh
720     * @param modelViewMode Defines whether the model view matrix should be scaled
721     * @param dirty True if calling this method should dirty the current layer
722     */
723    void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
724            const SkPaint* paint, bool blend,
725            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
726            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
727            ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true);
728
729    void drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture,
730            const SkPaint* paint, bool blend,
731            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
732            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
733            ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true);
734
735    void drawAlpha8TextureMesh(float left, float top, float right, float bottom,
736            GLuint texture, const SkPaint* paint,
737            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
738            bool ignoreTransform, ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale,
739            bool dirty = true);
740
741    /**
742     * Draws the specified list of vertices as quads using indexed GL_TRIANGLES.
743     * If the number of vertices to draw exceeds the number of indices we have
744     * pre-allocated, this method will generate several glDrawElements() calls.
745     */
746    void issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount);
747
748    /**
749     * Draws text underline and strike-through if needed.
750     *
751     * @param text The text to decor
752     * @param bytesCount The number of bytes in the text
753     * @param totalAdvance The total advance in pixels, defines underline/strikethrough length
754     * @param x The x coordinate where the text will be drawn
755     * @param y The y coordinate where the text will be drawn
756     * @param paint The paint to draw the text with
757     */
758    void drawTextDecorations(float totalAdvance, float x, float y, const SkPaint* paint);
759
760   /**
761     * Draws shadow layer on text (with optional positions).
762     *
763     * @param paint The paint to draw the shadow with
764     * @param text The text to draw
765     * @param bytesCount The number of bytes in the text
766     * @param count The number of glyphs in the text
767     * @param positions The x, y positions of individual glyphs (or NULL)
768     * @param fontRenderer The font renderer object
769     * @param alpha The alpha value for drawing the shadow
770     * @param x The x coordinate where the shadow will be drawn
771     * @param y The y coordinate where the shadow will be drawn
772     */
773    void drawTextShadow(const SkPaint* paint, const char* text, int bytesCount, int count,
774            const float* positions, FontRenderer& fontRenderer, int alpha,
775            float x, float y);
776
777    /**
778     * Draws a path texture. Path textures are alpha8 bitmaps that need special
779     * compositing to apply colors/filters/etc.
780     *
781     * @param texture The texture to render
782     * @param x The x coordinate where the texture will be drawn
783     * @param y The y coordinate where the texture will be drawn
784     * @param paint The paint to draw the texture with
785     */
786     void drawPathTexture(const PathTexture* texture, float x, float y, const SkPaint* paint);
787
788    /**
789     * Resets the texture coordinates stored in mMeshVertices. Setting the values
790     * back to default is achieved by calling:
791     *
792     * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
793     *
794     * @param u1 The left coordinate of the texture
795     * @param v1 The bottom coordinate of the texture
796     * @param u2 The right coordinate of the texture
797     * @param v2 The top coordinate of the texture
798     */
799    void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
800
801    /**
802     * Returns true if the specified paint will draw invisible text.
803     */
804    bool canSkipText(const SkPaint* paint) const;
805
806    /**
807     * Binds the specified texture. The texture unit must have been selected
808     * prior to calling this method.
809     */
810    inline void bindTexture(GLuint texture) {
811        mCaches.bindTexture(texture);
812    }
813
814    /**
815     * Binds the specified EGLImage texture. The texture unit must have been selected
816     * prior to calling this method.
817     */
818    inline void bindExternalTexture(GLuint texture) {
819        mCaches.bindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
820    }
821
822    /**
823     * Enable or disable blending as necessary. This function sets the appropriate
824     * blend function based on the specified xfermode.
825     */
826    inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
827            bool swapSrcDst = false);
828
829    /**
830     * Use the specified program with the current GL context. If the program is already
831     * in use, it will not be bound again. If it is not in use, the current program is
832     * marked unused and the specified program becomes used and becomes the new
833     * current program.
834     *
835     * @param program The program to use
836     *
837     * @return true If the specified program was already in use, false otherwise.
838     */
839    inline bool useProgram(Program* program);
840
841    /**
842     * Invoked before any drawing operation. This sets required state.
843     */
844    void setupDraw(bool clear = true);
845
846    /**
847     * Various methods to setup OpenGL rendering.
848     */
849    void setupDrawWithTexture(bool isAlpha8 = false);
850    void setupDrawWithTextureAndColor(bool isAlpha8 = false);
851    void setupDrawWithExternalTexture();
852    void setupDrawNoTexture();
853    void setupDrawVertexAlpha(bool useShadowAlphaInterp);
854    void setupDrawColor(int color, int alpha);
855    void setupDrawColor(float r, float g, float b, float a);
856    void setupDrawAlpha8Color(int color, int alpha);
857    void setupDrawTextGamma(const SkPaint* paint);
858    void setupDrawShader(const SkShader* shader);
859    void setupDrawColorFilter(const SkColorFilter* filter);
860    void setupDrawBlending(const Layer* layer, bool swapSrcDst = false);
861    void setupDrawBlending(const SkPaint* paint, bool blend = true, bool swapSrcDst = false);
862    void setupDrawProgram();
863    void setupDrawDirtyRegionsDisabled();
864
865    /**
866     * Setup the current program matrices based upon the nature of the geometry.
867     *
868     * @param mode If kModelViewMode_Translate, the geometry must be translated by the left and top
869     * parameters. If kModelViewMode_TranslateAndScale, the geometry that exists in the (0,0, 1,1)
870     * space must be scaled up and translated to fill the quad provided in (l,t,r,b). These
871     * transformations are stored in the modelView matrix and uploaded to the shader.
872     *
873     * @param offset Set to true if the the matrix should be fudged (translated) slightly to disambiguate
874     * geometry pixel positioning. See Vertex::GeometryFudgeFactor().
875     *
876     * @param ignoreTransform Set to true if l,t,r,b coordinates already in layer space,
877     * currentTransform() will be ignored. (e.g. when drawing clip in layer coordinates to stencil,
878     * or when simple translation has been extracted)
879     */
880    void setupDrawModelView(ModelViewMode mode, bool offset,
881            float left, float top, float right, float bottom, bool ignoreTransform = false);
882    void setupDrawColorUniforms(bool hasShader);
883    void setupDrawPureColorUniforms();
884
885    /**
886     * Setup uniforms for the current shader.
887     *
888     * @param shader SkShader on the current paint.
889     *
890     * @param ignoreTransform Set to true to ignore the transform in shader.
891     */
892    void setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform = false);
893    void setupDrawColorFilterUniforms(const SkColorFilter* paint);
894    void setupDrawSimpleMesh();
895    void setupDrawTexture(GLuint texture);
896    void setupDrawExternalTexture(GLuint texture);
897    void setupDrawTextureTransform();
898    void setupDrawTextureTransformUniforms(mat4& transform);
899    void setupDrawTextGammaUniforms();
900    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords = NULL, GLuint vbo = 0);
901    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords, const GLvoid* colors);
902    void setupDrawMeshIndices(const GLvoid* vertices, const GLvoid* texCoords, GLuint vbo = 0);
903    void setupDrawIndexedVertices(GLvoid* vertices);
904    void accountForClear(SkXfermode::Mode mode);
905
906    bool updateLayer(Layer* layer, bool inFrame);
907    void updateLayers();
908    void flushLayers();
909
910#if DEBUG_LAYERS_AS_REGIONS
911    /**
912     * Renders the specified region as a series of rectangles. This method
913     * is used for debugging only.
914     */
915    void drawRegionRectsDebug(const Region& region);
916#endif
917
918    /**
919     * Renders the specified region as a series of rectangles. The region
920     * must be in screen-space coordinates.
921     */
922    void drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty = false);
923
924    /**
925     * Draws the current clip region if any. Only when DEBUG_CLIP_REGIONS
926     * is turned on.
927     */
928    void debugClip();
929
930    void debugOverdraw(bool enable, bool clear);
931    void renderOverdraw();
932    void countOverdraw();
933
934    /**
935     * Should be invoked every time the glScissor is modified.
936     */
937    inline void dirtyClip() {
938        mDirtyClip = true;
939    }
940
941    inline const UvMapper& getMapper(const Texture* texture) {
942        return texture && texture->uvMapper ? *texture->uvMapper : mUvMapper;
943    }
944
945    /**
946     * Returns a texture object for the specified bitmap. The texture can
947     * come from the texture cache or an atlas. If this method returns
948     * NULL, the texture could not be found and/or allocated.
949     */
950    Texture* getTexture(const SkBitmap* bitmap);
951
952    /**
953     * Model-view matrix used to position/size objects
954     *
955     * Stores operation-local modifications to the draw matrix that aren't incorporated into the
956     * currentTransform().
957     *
958     * If generated with kModelViewMode_Translate, mModelViewMatrix will reflect an x/y offset,
959     * e.g. the offset in drawLayer(). If generated with kModelViewMode_TranslateAndScale,
960     * mModelViewMatrix will reflect a translation and scale, e.g. the translation and scale
961     * required to make VBO 0 (a rect of (0,0,1,1)) scaled to match the x,y offset, and width/height
962     * of a bitmap.
963     *
964     * Used as input to SkiaShader transformation.
965     */
966    mat4 mModelViewMatrix;
967
968    // State used to define the clipping region
969    Rect mTilingClip;
970    // Is the target render surface opaque
971    bool mOpaque;
972    // Is a frame currently being rendered
973    bool mFrameStarted;
974
975    // Used to draw textured quads
976    TextureVertex mMeshVertices[4];
977
978    // Default UV mapper
979    const UvMapper mUvMapper;
980
981    // shader, filters, and shadow
982    DrawModifiers mDrawModifiers;
983    SkPaint mFilteredPaint;
984
985    // Various caches
986    Caches& mCaches;
987    Extensions& mExtensions;
988    RenderState& mRenderState;
989
990    // List of rectangles to clear after saveLayer() is invoked
991    Vector<Rect*> mLayers;
992    // List of layers to update at the beginning of a frame
993    Vector<Layer*> mLayerUpdates;
994
995    // The following fields are used to setup drawing
996    // Used to describe the shaders to generate
997    ProgramDescription mDescription;
998    // Color description
999    bool mColorSet;
1000    float mColorA, mColorR, mColorG, mColorB;
1001    // Indicates that the shader should get a color
1002    bool mSetShaderColor;
1003    // Current texture unit
1004    GLuint mTextureUnit;
1005    // Track dirty regions, true by default
1006    bool mTrackDirtyRegions;
1007    // Indicate whether we are drawing an opaque frame
1008    bool mOpaqueFrame;
1009
1010    // See PROPERTY_DISABLE_SCISSOR_OPTIMIZATION in
1011    // Properties.h
1012    bool mScissorOptimizationDisabled;
1013
1014    // No-ops start/endTiling when set
1015    bool mSuppressTiling;
1016    bool mFirstFrameAfterResize;
1017
1018    // If true, this renderer will setup drawing to emulate
1019    // an increment stencil buffer in the color buffer
1020    bool mCountOverdraw;
1021    float mOverdraw;
1022
1023    bool mSkipOutlineClip;
1024
1025    // Lighting + shadows
1026    Vector3 mLightCenter;
1027    float mLightRadius;
1028    uint8_t mAmbientShadowAlpha;
1029    uint8_t mSpotShadowAlpha;
1030
1031    friend class Layer;
1032    friend class TextSetupFunctor;
1033    friend class DrawBitmapOp;
1034    friend class DrawPatchOp;
1035
1036}; // class OpenGLRenderer
1037
1038}; // namespace uirenderer
1039}; // namespace android
1040
1041#endif // ANDROID_HWUI_OPENGL_RENDERER_H
1042