OpenGLRenderer.h revision 5b3b35296e8b2c8d3f07d32bb645d5414db41a1d
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 DisplayListRenderer;
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 drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
104    virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
105    virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
106            float srcRight, float srcBottom, float dstLeft, float dstTop,
107            float dstRight, float dstBottom, SkPaint* paint);
108    virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
109            const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
110            float left, float top, float right, float bottom, SkPaint* paint);
111    virtual void drawColor(int color, SkXfermode::Mode mode);
112    virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
113    virtual void drawPath(SkPath* path, SkPaint* paint);
114    virtual void drawLines(float* points, int count, SkPaint* paint);
115    virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
116            SkPaint* paint);
117
118    virtual void resetShader();
119    virtual void setupShader(SkiaShader* shader);
120
121    virtual void resetColorFilter();
122    virtual void setupColorFilter(SkiaColorFilter* filter);
123
124    virtual void resetShadow();
125    virtual void setupShadow(float radius, float dx, float dy, int color);
126
127protected:
128    /**
129     * Compose the layer defined in the current snapshot with the layer
130     * defined by the previous snapshot.
131     *
132     * The current snapshot *must* be a layer (flag kFlagIsLayer set.)
133     *
134     * @param curent The current snapshot containing the layer to compose
135     * @param previous The previous snapshot to compose the current layer with
136     */
137    virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
138
139private:
140    /**
141     * Saves the current state of the renderer as a new snapshot.
142     * The new snapshot is saved in mSnapshot and the previous snapshot
143     * is linked from mSnapshot->previous.
144     *
145     * @param flags The save flags; see SkCanvas for more information
146     *
147     * @return The new save count. This value can be passed to #restoreToCount()
148     */
149    int saveSnapshot(int flags);
150
151    /**
152     * Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
153     *
154     * @return True if the clip was modified.
155     */
156    bool restoreSnapshot();
157
158    /**
159     * Sets the clipping rectangle using glScissor. The clip is defined by
160     * the current snapshot's clipRect member.
161     */
162    void setScissorFromClip();
163
164    /**
165     * Creates a new layer stored in the specified snapshot.
166     *
167     * @param snapshot The snapshot associated with the new layer
168     * @param left The left coordinate of the layer
169     * @param top The top coordinate of the layer
170     * @param right The right coordinate of the layer
171     * @param bottom The bottom coordinate of the layer
172     * @param alpha The translucency of the layer
173     * @param mode The blending mode of the layer
174     * @param flags The layer save flags
175     * @param previousFbo The name of the current framebuffer
176     *
177     * @return True if the layer was successfully created, false otherwise
178     */
179    bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
180            int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
181
182    /**
183     * Creates a new layer stored in the specified snapshot as an FBO.
184     *
185     * @param layer The layer to store as an FBO
186     * @param snapshot The snapshot associated with the new layer
187     * @param bounds The bounds of the layer
188     * @param previousFbo The name of the current framebuffer
189     */
190    bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
191            GLuint previousFbo);
192
193    /**
194     * Compose the specified layer as a region.
195     *
196     * @param layer The layer to compose
197     * @param rect The layer's bounds
198     */
199    void composeLayerRegion(Layer* layer, const Rect& rect);
200
201    /**
202     * Compose the specified layer as a simple rectangle.
203     *
204     * @param layer The layer to compose
205     * @param rect The layer's bounds
206     * @param swap If true, the source and destination are swapped
207     */
208    void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
209
210    /**
211     * Clears all the regions corresponding to the current list of layers.
212     * This method MUST be invoked before any drawing operation.
213     */
214    void clearLayerRegions();
215
216    /**
217     * Draws a colored rectangle with the specified color. The specified coordinates
218     * are transformed by the current snapshot's transform matrix.
219     *
220     * @param left The left coordinate of the rectangle
221     * @param top The top coordinate of the rectangle
222     * @param right The right coordinate of the rectangle
223     * @param bottom The bottom coordinate of the rectangle
224     * @param color The rectangle's ARGB color, defined as a packed 32 bits word
225     * @param mode The Skia xfermode to use
226     * @param ignoreTransform True if the current transform should be ignored
227     * @param ignoreBlending True if the blending is set by the caller
228     */
229    void drawColorRect(float left, float top, float right, float bottom,
230            int color, SkXfermode::Mode mode, bool ignoreTransform = false);
231
232    /**
233     * Setups shaders to draw a colored rect.
234     */
235    void setupColorRect(float left, float top, float right, float bottom,
236            float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform);
237
238    /**
239     * Draws a textured rectangle with the specified texture. The specified coordinates
240     * are transformed by the current snapshot's transform matrix.
241     *
242     * @param left The left coordinate of the rectangle
243     * @param top The top coordinate of the rectangle
244     * @param right The right coordinate of the rectangle
245     * @param bottom The bottom coordinate of the rectangle
246     * @param texture The texture name to map onto the rectangle
247     * @param alpha An additional translucency parameter, between 0.0f and 1.0f
248     * @param mode The blending mode
249     * @param blend True if the texture contains an alpha channel
250     */
251    void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
252            float alpha, SkXfermode::Mode mode, bool blend);
253
254    /**
255     * Draws a textured rectangle with the specified texture. The specified coordinates
256     * are transformed by the current snapshot's transform matrix.
257     *
258     * @param left The left coordinate of the rectangle
259     * @param top The top coordinate of the rectangle
260     * @param right The right coordinate of the rectangle
261     * @param bottom The bottom coordinate of the rectangle
262     * @param texture The texture to use
263     * @param paint The paint containing the alpha, blending mode, etc.
264     */
265    void drawTextureRect(float left, float top, float right, float bottom,
266            Texture* texture, SkPaint* paint);
267
268    /**
269     * Draws a textured mesh with the specified texture. If the indices are omitted,
270     * the mesh is drawn as a simple quad. The mesh pointers become offsets when a
271     * VBO is bound.
272     *
273     * @param left The left coordinate of the rectangle
274     * @param top The top coordinate of the rectangle
275     * @param right The right coordinate of the rectangle
276     * @param bottom The bottom coordinate of the rectangle
277     * @param texture The texture name to map onto the rectangle
278     * @param alpha An additional translucency parameter, between 0.0f and 1.0f
279     * @param mode The blending mode
280     * @param blend True if the texture contains an alpha channel
281     * @param vertices The vertices that define the mesh
282     * @param texCoords The texture coordinates of each vertex
283     * @param elementsCount The number of elements in the mesh, required by indices
284     * @param swapSrcDst Whether or not the src and dst blending operations should be swapped
285     * @param ignoreTransform True if the current transform should be ignored
286     * @param vbo The VBO used to draw the mesh
287     * @param ignoreScale True if the model view matrix should not be scaled
288     * @param dirty True if calling this method should dirty the current layer
289     */
290    void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
291            float alpha, SkXfermode::Mode mode, bool blend,
292            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
293            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
294            bool ignoreScale = false, bool dirty = true);
295
296    /**
297     * Prepares the renderer to draw the specified shadow. The active texture
298     * unit must be 0 and the other units must be unbound.
299     *
300     * @param texture The shadow texture
301     * @param x The x coordinate of the shadow
302     * @param y The y coordinate of the shadow
303     * @param mode The blending mode
304     * @param alpha The alpha value
305     */
306    void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
307            float alpha);
308
309    /**
310     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
311     *
312     * @param texture The texture to render with
313     * @param textureUnit The texture unit to use, may be modified
314     * @param x The x coordinate of the rectangle to draw
315     * @param y The y coordinate of the rectangle to draw
316     * @param r The red component of the color
317     * @param g The green component of the color
318     * @param b The blue component of the color
319     * @param a The alpha component of the color
320     * @param mode The blending mode
321     * @param transforms True if the matrix passed to the shader should be multiplied
322     *        by the model-view matrix
323     * @param applyFilters Whether or not to take color filters and
324     *        shaders into account
325     */
326    void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
327            float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
328            bool applyFilters);
329
330    /**
331     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
332     *
333     * @param texture The texture to render with
334     * @param width The width of the texture
335     * @param height The height of the texture
336     * @param textureUnit The texture unit to use, may be modified
337     * @param x The x coordinate of the rectangle to draw
338     * @param y The y coordinate of the rectangle to draw
339     * @param r The red component of the color
340     * @param g The green component of the color
341     * @param b The blue component of the color
342     * @param a The alpha component of the color
343     * @param mode The blending mode
344     * @param transforms True if the matrix passed to the shader should be multiplied
345     *        by the model-view matrix
346     * @param applyFilters Whether or not to take color filters and
347     *        shaders into account
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
353    /**
354     * Same as above setupTextureAlpha8() but specifies the mesh's vertices
355     * and texCoords pointers. The pointers become offsets when a VBO is bound.
356     */
357    void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
358            GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
359            SkXfermode::Mode mode, bool transforms, bool applyFilters,
360            GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);
361
362    /**
363     * Draws text underline and strike-through if needed.
364     *
365     * @param text The text to decor
366     * @param bytesCount The number of bytes in the text
367     * @param length The length in pixels of the text, can be <= 0.0f to force a measurement
368     * @param x The x coordinate where the text will be drawn
369     * @param y The y coordinate where the text will be drawn
370     * @param paint The paint to draw the text with
371     */
372    void drawTextDecorations(const char* text, int bytesCount, float length,
373            float x, float y, SkPaint* paint);
374
375    /**
376     * Resets the texture coordinates stored in mMeshVertices. Setting the values
377     * back to default is achieved by calling:
378     *
379     * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
380     *
381     * @param u1 The left coordinate of the texture
382     * @param v1 The bottom coordinate of the texture
383     * @param u2 The right coordinate of the texture
384     * @param v2 The top coordinate of the texture
385     */
386    void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
387
388    /**
389     * Gets the alpha and xfermode out of a paint object. If the paint is null
390     * alpha will be 255 and the xfermode will be SRC_OVER.
391     *
392     * @param paint The paint to extract values from
393     * @param alpha Where to store the resulting alpha
394     * @param mode Where to store the resulting xfermode
395     */
396    inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
397
398    /**
399     * Binds the specified texture. The texture unit must have been selected
400     * prior to calling this method.
401     */
402    inline void bindTexture(GLuint texture) {
403        glBindTexture(GL_TEXTURE_2D, texture);
404    }
405
406    /**
407     * Sets the wrap modes for the specified texture. The wrap modes are modified
408     * only when needed.
409     */
410    inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT);
411
412    /**
413     * Enable or disable blending as necessary. This function sets the appropriate
414     * blend function based on the specified xfermode.
415     */
416    inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
417            bool swapSrcDst = false);
418
419    /**
420     * Safely retrieves the mode from the specified xfermode. If the specified
421     * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
422     */
423    inline SkXfermode::Mode getXfermode(SkXfermode* mode);
424
425    /**
426     * Use the specified program with the current GL context. If the program is already
427     * in use, it will not be bound again. If it is not in use, the current program is
428     * marked unused and the specified program becomes used and becomes the new
429     * current program.
430     *
431     * @param program The program to use
432     *
433     * @return true If the specified program was already in use, false otherwise.
434     */
435    inline bool useProgram(Program* program);
436
437    /**
438     * Invoked before any drawing operation. This sets required state.
439     */
440    void setupDraw();
441
442    /**
443     * Should be invoked every time the glScissor is modified.
444     */
445    inline void dirtyClip() {
446        mDirtyClip = true;
447    }
448
449    /**
450     * Mark the layer as dirty at the specified coordinates. The coordinates
451     * are transformed with the supplied matrix.
452     */
453    void dirtyLayer(const float left, const float top, const float right, const float bottom,
454            const mat4 transform);
455
456    /**
457     * Mark the layer as dirty at the specified coordinates.
458     */
459    void dirtyLayer(const float left, const float top, const float right, const float bottom);
460
461    // Dimensions of the drawing surface
462    int mWidth, mHeight;
463
464    // Matrix used for ortho projection in shaders
465    mat4 mOrthoMatrix;
466
467    // Model-view matrix used to position/size objects
468    mat4 mModelView;
469
470    // Number of saved states
471    int mSaveCount;
472    // Base state
473    sp<Snapshot> mFirstSnapshot;
474    // Current state
475    sp<Snapshot> mSnapshot;
476
477    // Shaders
478    SkiaShader* mShader;
479
480    // Color filters
481    SkiaColorFilter* mColorFilter;
482
483    // Used to draw textured quads
484    TextureVertex mMeshVertices[4];
485
486    // Drop shadow
487    bool mHasShadow;
488    float mShadowRadius;
489    float mShadowDx;
490    float mShadowDy;
491    int mShadowColor;
492
493    // Various caches
494    Caches& mCaches;
495
496    // List of rectangles to clear due to calls to saveLayer()
497    Vector<Rect*> mLayers;
498
499    // Indentity matrix
500    const mat4 mIdentity;
501
502    // Indicates whether the clip must be restored
503    bool mDirtyClip;
504
505    friend class DisplayListRenderer;
506
507}; // class OpenGLRenderer
508
509}; // namespace uirenderer
510}; // namespace android
511
512#endif // ANDROID_HWUI_OPENGL_RENDERER_H
513