OpenGLRenderer.h revision 6620c6d413f972819fada92b574f0fa9e96d36c1
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef ANDROID_HWUI_OPENGL_RENDERER_H
18#define ANDROID_HWUI_OPENGL_RENDERER_H
19
20#include <GLES2/gl2.h>
21#include <GLES2/gl2ext.h>
22
23#include <SkBitmap.h>
24#include <SkMatrix.h>
25#include <SkPaint.h>
26#include <SkRegion.h>
27#include <SkShader.h>
28#include <SkXfermode.h>
29
30#include <utils/RefBase.h>
31#include <utils/Vector.h>
32
33#include "Debug.h"
34#include "Extensions.h"
35#include "Matrix.h"
36#include "Program.h"
37#include "Rect.h"
38#include "Snapshot.h"
39#include "Vertex.h"
40#include "SkiaShader.h"
41#include "SkiaColorFilter.h"
42#include "Caches.h"
43
44namespace android {
45namespace uirenderer {
46
47///////////////////////////////////////////////////////////////////////////////
48// Renderer
49///////////////////////////////////////////////////////////////////////////////
50
51class DisplayList;
52
53/**
54 * OpenGL renderer used to draw accelerated 2D graphics. The API is a
55 * simplified version of Skia's Canvas API.
56 */
57class OpenGLRenderer {
58public:
59    OpenGLRenderer();
60    virtual ~OpenGLRenderer();
61
62    virtual void setViewport(int width, int height);
63
64    virtual void prepare(bool opaque);
65    virtual void finish();
66
67    virtual void acquireContext();
68    virtual void releaseContext();
69
70    int getSaveCount() const;
71    virtual int save(int flags);
72    virtual void restore();
73    virtual void restoreToCount(int saveCount);
74
75    virtual int saveLayer(float left, float top, float right, float bottom,
76            SkPaint* p, int flags);
77    virtual int saveLayerAlpha(float left, float top, float right, float bottom,
78            int alpha, int flags);
79
80    virtual void translate(float dx, float dy);
81    virtual void rotate(float degrees);
82    virtual void scale(float sx, float sy);
83
84    const float* getMatrix() const;
85    void getMatrix(SkMatrix* matrix);
86    virtual void setMatrix(SkMatrix* matrix);
87    virtual void concatMatrix(SkMatrix* matrix);
88
89    const Rect& getClipBounds();
90    bool quickReject(float left, float top, float right, float bottom);
91    virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
92
93    virtual void drawDisplayList(DisplayList* displayList);
94    virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
95    virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
96    virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
97            float srcRight, float srcBottom, float dstLeft, float dstTop,
98            float dstRight, float dstBottom, SkPaint* paint);
99    virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
100            const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
101            float left, float top, float right, float bottom, SkPaint* paint);
102    virtual void drawColor(int color, SkXfermode::Mode mode);
103    virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
104    virtual void drawPath(SkPath* path, SkPaint* paint);
105    virtual void drawLines(float* points, int count, SkPaint* paint);
106    virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
107            SkPaint* paint);
108
109    virtual void resetShader();
110    virtual void setupShader(SkiaShader* shader);
111
112    virtual void resetColorFilter();
113    virtual void setupColorFilter(SkiaColorFilter* filter);
114
115    virtual void resetShadow();
116    virtual void setupShadow(float radius, float dx, float dy, int color);
117
118protected:
119    /**
120     * Compose the layer defined in the current snapshot with the layer
121     * defined by the previous snapshot.
122     *
123     * The current snapshot *must* be a layer (flag kFlagIsLayer set.)
124     *
125     * @param curent The current snapshot containing the layer to compose
126     * @param previous The previous snapshot to compose the current layer with
127     */
128    virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
129
130private:
131    /**
132     * Saves the current state of the renderer as a new snapshot.
133     * The new snapshot is saved in mSnapshot and the previous snapshot
134     * is linked from mSnapshot->previous.
135     *
136     * @param flags The save flags; see SkCanvas for more information
137     *
138     * @return The new save count. This value can be passed to #restoreToCount()
139     */
140    int saveSnapshot(int flags);
141
142    /**
143     * Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
144     *
145     * @return True if the clip was modified.
146     */
147    bool restoreSnapshot();
148
149    /**
150     * Sets the clipping rectangle using glScissor. The clip is defined by
151     * the current snapshot's clipRect member.
152     */
153    void setScissorFromClip();
154
155    /**
156     * Creates a new layer stored in the specified snapshot.
157     *
158     * @param snapshot The snapshot associated with the new layer
159     * @param left The left coordinate of the layer
160     * @param top The top coordinate of the layer
161     * @param right The right coordinate of the layer
162     * @param bottom The bottom coordinate of the layer
163     * @param alpha The translucency of the layer
164     * @param mode The blending mode of the layer
165     * @param flags The layer save flags
166     * @param previousFbo The name of the current framebuffer
167     *
168     * @return True if the layer was successfully created, false otherwise
169     */
170    bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
171            int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
172
173    /**
174     * Creates a new layer stored in the specified snapshot as an FBO.
175     *
176     * @param layer The layer to store as an FBO
177     * @param snapshot The snapshot associated with the new layer
178     * @param bounds The bounds of the layer
179     * @param previousFbo The name of the current framebuffer
180     */
181    bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
182            GLuint previousFbo);
183
184    /**
185     * Compose the specified layer as a region.
186     *
187     * @param layer The layer to compose
188     * @param rect The layer's bounds
189     */
190    void composeLayerRegion(Layer* layer, const Rect& rect);
191
192    /**
193     * Compose the specified layer as a simple rectangle.
194     *
195     * @param layer The layer to compose
196     * @param rect The layer's bounds
197     * @param swap If true, the source and destination are swapped
198     */
199    void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
200
201    /**
202     * Clears all the regions corresponding to the current list of layers.
203     * This method MUST be invoked before any drawing operation.
204     */
205    void clearLayerRegions();
206
207    /**
208     * Draws a colored rectangle with the specified color. The specified coordinates
209     * are transformed by the current snapshot's transform matrix.
210     *
211     * @param left The left coordinate of the rectangle
212     * @param top The top coordinate of the rectangle
213     * @param right The right coordinate of the rectangle
214     * @param bottom The bottom coordinate of the rectangle
215     * @param color The rectangle's ARGB color, defined as a packed 32 bits word
216     * @param mode The Skia xfermode to use
217     * @param ignoreTransform True if the current transform should be ignored
218     * @param ignoreBlending True if the blending is set by the caller
219     */
220    void drawColorRect(float left, float top, float right, float bottom,
221            int color, SkXfermode::Mode mode, bool ignoreTransform = false);
222
223    /**
224     * Setups shaders to draw a colored rect.
225     */
226    void setupColorRect(float left, float top, float right, float bottom,
227            float r, float g, float b, float a, SkXfermode::Mode mode,
228            bool ignoreTransform, bool ignoreMatrix = false);
229
230    /**
231     * Draws a textured rectangle with the specified texture. The specified coordinates
232     * are transformed by the current snapshot's transform matrix.
233     *
234     * @param left The left coordinate of the rectangle
235     * @param top The top coordinate of the rectangle
236     * @param right The right coordinate of the rectangle
237     * @param bottom The bottom coordinate of the rectangle
238     * @param texture The texture name to map onto the rectangle
239     * @param alpha An additional translucency parameter, between 0.0f and 1.0f
240     * @param mode The blending mode
241     * @param blend True if the texture contains an alpha channel
242     */
243    void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
244            float alpha, SkXfermode::Mode mode, bool blend);
245
246    /**
247     * Draws a textured rectangle with the specified texture. The specified coordinates
248     * are transformed by the current snapshot's transform matrix.
249     *
250     * @param left The left coordinate of the rectangle
251     * @param top The top coordinate of the rectangle
252     * @param right The right coordinate of the rectangle
253     * @param bottom The bottom coordinate of the rectangle
254     * @param texture The texture to use
255     * @param paint The paint containing the alpha, blending mode, etc.
256     */
257    void drawTextureRect(float left, float top, float right, float bottom,
258            Texture* texture, SkPaint* paint);
259
260    /**
261     * Draws a textured mesh with the specified texture. If the indices are omitted,
262     * the mesh is drawn as a simple quad. The mesh pointers become offsets when a
263     * VBO is bound.
264     *
265     * @param left The left coordinate of the rectangle
266     * @param top The top coordinate of the rectangle
267     * @param right The right coordinate of the rectangle
268     * @param bottom The bottom coordinate of the rectangle
269     * @param texture The texture name to map onto the rectangle
270     * @param alpha An additional translucency parameter, between 0.0f and 1.0f
271     * @param mode The blending mode
272     * @param blend True if the texture contains an alpha channel
273     * @param vertices The vertices that define the mesh
274     * @param texCoords The texture coordinates of each vertex
275     * @param elementsCount The number of elements in the mesh, required by indices
276     * @param swapSrcDst Whether or not the src and dst blending operations should be swapped
277     * @param ignoreTransform True if the current transform should be ignored
278     * @param vbo The VBO used to draw the mesh
279     * @param ignoreScale True if the model view matrix should not be scaled
280     * @param dirty True if calling this method should dirty the current layer
281     */
282    void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
283            float alpha, SkXfermode::Mode mode, bool blend,
284            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
285            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
286            bool ignoreScale = false, bool dirty = true);
287
288    /**
289     * Prepares the renderer to draw the specified shadow. The active texture
290     * unit must be 0 and the other units must be unbound.
291     *
292     * @param texture The shadow texture
293     * @param x The x coordinate of the shadow
294     * @param y The y coordinate of the shadow
295     * @param mode The blending mode
296     * @param alpha The alpha value
297     * @param ignoreTransforms True if the coordinates are already in screen space
298     */
299    void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
300            float alpha, bool ignoreTransforms = false);
301
302    /**
303     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
304     *
305     * @param texture The texture to render with
306     * @param textureUnit The texture unit to use, may be modified
307     * @param x The x coordinate of the rectangle to draw
308     * @param y The y coordinate of the rectangle to draw
309     * @param r The red component of the color
310     * @param g The green component of the color
311     * @param b The blue component of the color
312     * @param a The alpha component of the color
313     * @param mode The blending mode
314     * @param transforms True if the matrix passed to the shader should be multiplied
315     *        by the model-view matrix
316     * @param applyFilters Whether or not to take color filters and
317     *        shaders into account
318     */
319    void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
320            float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
321            bool applyFilters);
322
323    /**
324     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
325     *
326     * @param texture The texture to render with
327     * @param width The width of the texture
328     * @param height The height of the texture
329     * @param textureUnit The texture unit to use, may be modified
330     * @param x The x coordinate of the rectangle to draw
331     * @param y The y coordinate of the rectangle to draw
332     * @param r The red component of the color
333     * @param g The green component of the color
334     * @param b The blue component of the color
335     * @param a The alpha component of the color
336     * @param mode The blending mode
337     * @param transforms True if the matrix passed to the shader should be multiplied
338     *        by the model-view matrix
339     * @param applyFilters Whether or not to take color filters and
340     *        shaders into account
341     */
342    void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
343            GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
344            SkXfermode::Mode mode, bool transforms, bool applyFilters);
345
346    /**
347     * Same as above setupTextureAlpha8() but specifies the mesh's vertices
348     * and texCoords pointers. The pointers become offsets when a VBO is bound.
349     */
350    void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
351            GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
352            SkXfermode::Mode mode, bool transforms, bool applyFilters,
353            GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0, bool ignoreTransform = false);
354
355    /**
356     * Draws text underline and strike-through if needed.
357     *
358     * @param text The text to decor
359     * @param bytesCount The number of bytes in the text
360     * @param length The length in pixels of the text, can be <= 0.0f to force a measurement
361     * @param x The x coordinate where the text will be drawn
362     * @param y The y coordinate where the text will be drawn
363     * @param paint The paint to draw the text with
364     */
365    void drawTextDecorations(const char* text, int bytesCount, float length,
366            float x, float y, SkPaint* paint);
367
368    /**
369     * Resets the texture coordinates stored in mMeshVertices. Setting the values
370     * back to default is achieved by calling:
371     *
372     * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
373     *
374     * @param u1 The left coordinate of the texture
375     * @param v1 The bottom coordinate of the texture
376     * @param u2 The right coordinate of the texture
377     * @param v2 The top coordinate of the texture
378     */
379    void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
380
381    /**
382     * Gets the alpha and xfermode out of a paint object. If the paint is null
383     * alpha will be 255 and the xfermode will be SRC_OVER.
384     *
385     * @param paint The paint to extract values from
386     * @param alpha Where to store the resulting alpha
387     * @param mode Where to store the resulting xfermode
388     */
389    inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
390
391    /**
392     * Binds the specified texture. The texture unit must have been selected
393     * prior to calling this method.
394     */
395    inline void bindTexture(GLuint texture) {
396        glBindTexture(GL_TEXTURE_2D, texture);
397    }
398
399    /**
400     * Sets the wrap modes for the specified texture. The wrap modes are modified
401     * only when needed.
402     */
403    inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT);
404
405    /**
406     * Enable or disable blending as necessary. This function sets the appropriate
407     * blend function based on the specified xfermode.
408     */
409    inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
410            bool swapSrcDst = false);
411
412    /**
413     * Safely retrieves the mode from the specified xfermode. If the specified
414     * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
415     */
416    inline SkXfermode::Mode getXfermode(SkXfermode* mode);
417
418    /**
419     * Use the specified program with the current GL context. If the program is already
420     * in use, it will not be bound again. If it is not in use, the current program is
421     * marked unused and the specified program becomes used and becomes the new
422     * current program.
423     *
424     * @param program The program to use
425     *
426     * @return true If the specified program was already in use, false otherwise.
427     */
428    inline bool useProgram(Program* program);
429
430    /**
431     * Invoked before any drawing operation. This sets required state.
432     */
433    void setupDraw();
434
435    /**
436     * Should be invoked every time the glScissor is modified.
437     */
438    inline void dirtyClip() {
439        mDirtyClip = true;
440    }
441
442    /**
443     * Mark the layer as dirty at the specified coordinates. The coordinates
444     * are transformed with the supplied matrix.
445     */
446    void dirtyLayer(const float left, const float top, const float right, const float bottom,
447            const mat4 transform);
448
449    /**
450     * Mark the layer as dirty at the specified coordinates.
451     */
452    void dirtyLayer(const float left, const float top, const float right, const float bottom);
453
454    // Dimensions of the drawing surface
455    int mWidth, mHeight;
456
457    // Matrix used for ortho projection in shaders
458    mat4 mOrthoMatrix;
459
460    // Model-view matrix used to position/size objects
461    mat4 mModelView;
462
463    // Number of saved states
464    int mSaveCount;
465    // Base state
466    sp<Snapshot> mFirstSnapshot;
467    // Current state
468    sp<Snapshot> mSnapshot;
469
470    // Shaders
471    SkiaShader* mShader;
472
473    // Color filters
474    SkiaColorFilter* mColorFilter;
475
476    // Used to draw textured quads
477    TextureVertex mMeshVertices[4];
478
479    // Drop shadow
480    bool mHasShadow;
481    float mShadowRadius;
482    float mShadowDx;
483    float mShadowDy;
484    int mShadowColor;
485
486    // Various caches
487    Caches& mCaches;
488
489    // List of rectangles to clear due to calls to saveLayer()
490    Vector<Rect*> mLayers;
491
492    // Indentity matrix
493    const mat4 mIdentity;
494
495    // Indicates whether the clip must be restored
496    bool mDirtyClip;
497
498    friend class DisplayListRenderer;
499
500}; // class OpenGLRenderer
501
502}; // namespace uirenderer
503}; // namespace android
504
505#endif // ANDROID_HWUI_OPENGL_RENDERER_H
506