OpenGLRenderer.h revision 70ca14e08ae197547ac412e8a1210e1ebdfb2eb1
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 * Draws a textured rectangle with the specified texture. The specified coordinates 225 * are transformed by the current snapshot's transform matrix. 226 * 227 * @param left The left coordinate of the rectangle 228 * @param top The top coordinate of the rectangle 229 * @param right The right coordinate of the rectangle 230 * @param bottom The bottom coordinate of the rectangle 231 * @param texture The texture name to map onto the rectangle 232 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 233 * @param mode The blending mode 234 * @param blend True if the texture contains an alpha channel 235 */ 236 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 237 float alpha, SkXfermode::Mode mode, bool blend); 238 239 /** 240 * Draws a textured rectangle with the specified texture. The specified coordinates 241 * are transformed by the current snapshot's transform matrix. 242 * 243 * @param left The left coordinate of the rectangle 244 * @param top The top coordinate of the rectangle 245 * @param right The right coordinate of the rectangle 246 * @param bottom The bottom coordinate of the rectangle 247 * @param texture The texture to use 248 * @param paint The paint containing the alpha, blending mode, etc. 249 */ 250 void drawTextureRect(float left, float top, float right, float bottom, 251 Texture* texture, SkPaint* paint); 252 253 /** 254 * Draws a textured mesh with the specified texture. If the indices are omitted, 255 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 256 * VBO is bound. 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 name to map onto the rectangle 263 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 264 * @param mode The blending mode 265 * @param blend True if the texture contains an alpha channel 266 * @param vertices The vertices that define the mesh 267 * @param texCoords The texture coordinates of each vertex 268 * @param elementsCount The number of elements in the mesh, required by indices 269 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 270 * @param ignoreTransform True if the current transform should be ignored 271 * @param vbo The VBO used to draw the mesh 272 * @param ignoreScale True if the model view matrix should not be scaled 273 * @param dirty True if calling this method should dirty the current layer 274 */ 275 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 276 float alpha, SkXfermode::Mode mode, bool blend, 277 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 278 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 279 bool ignoreScale = false, bool dirty = true); 280 281 /** 282 * Prepares the renderer to draw the specified shadow. The active texture 283 * unit must be 0 and the other units must be unbound. 284 * 285 * @param texture The shadow texture 286 * @param x The x coordinate of the shadow 287 * @param y The y coordinate of the shadow 288 * @param mode The blending mode 289 * @param alpha The alpha value 290 * @param ignoreTransforms True if the coordinates are already in screen space 291 */ 292 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 293 float alpha, bool ignoreTransforms = false); 294 295 /** 296 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 297 * 298 * @param texture The texture to render with 299 * @param textureUnit The texture unit to use, may be modified 300 * @param x The x coordinate of the rectangle to draw 301 * @param y The y coordinate of the rectangle to draw 302 * @param r The red component of the color 303 * @param g The green component of the color 304 * @param b The blue component of the color 305 * @param a The alpha component of the color 306 * @param mode The blending mode 307 * @param transforms True if the matrix passed to the shader should be multiplied 308 * by the model-view matrix 309 * @param applyFilters Whether or not to take color filters and 310 * shaders into account 311 */ 312 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 313 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 314 bool applyFilters); 315 316 /** 317 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 318 * 319 * @param texture The texture to render with 320 * @param width The width of the texture 321 * @param height The height of the texture 322 * @param textureUnit The texture unit to use, may be modified 323 * @param x The x coordinate of the rectangle to draw 324 * @param y The y coordinate of the rectangle to draw 325 * @param r The red component of the color 326 * @param g The green component of the color 327 * @param b The blue component of the color 328 * @param a The alpha component of the color 329 * @param mode The blending mode 330 * @param transforms True if the matrix passed to the shader should be multiplied 331 * by the model-view matrix 332 * @param applyFilters Whether or not to take color filters and 333 * shaders into account 334 */ 335 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 336 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 337 SkXfermode::Mode mode, bool transforms, bool applyFilters); 338 339 /** 340 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 341 * and texCoords pointers. The pointers become offsets when a VBO is bound. 342 */ 343 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 344 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 345 SkXfermode::Mode mode, bool transforms, bool applyFilters, 346 GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0, bool ignoreTransform = false); 347 348 /** 349 * Draws text underline and strike-through if needed. 350 * 351 * @param text The text to decor 352 * @param bytesCount The number of bytes in the text 353 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 354 * @param x The x coordinate where the text will be drawn 355 * @param y The y coordinate where the text will be drawn 356 * @param paint The paint to draw the text with 357 */ 358 void drawTextDecorations(const char* text, int bytesCount, float length, 359 float x, float y, SkPaint* paint); 360 361 /** 362 * Resets the texture coordinates stored in mMeshVertices. Setting the values 363 * back to default is achieved by calling: 364 * 365 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 366 * 367 * @param u1 The left coordinate of the texture 368 * @param v1 The bottom coordinate of the texture 369 * @param u2 The right coordinate of the texture 370 * @param v2 The top coordinate of the texture 371 */ 372 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 373 374 /** 375 * Gets the alpha and xfermode out of a paint object. If the paint is null 376 * alpha will be 255 and the xfermode will be SRC_OVER. 377 * 378 * @param paint The paint to extract values from 379 * @param alpha Where to store the resulting alpha 380 * @param mode Where to store the resulting xfermode 381 */ 382 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 383 384 /** 385 * Binds the specified texture. The texture unit must have been selected 386 * prior to calling this method. 387 */ 388 inline void bindTexture(GLuint texture) { 389 glBindTexture(GL_TEXTURE_2D, texture); 390 } 391 392 /** 393 * Sets the wrap modes for the specified texture. The wrap modes are modified 394 * only when needed. 395 */ 396 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 397 398 /** 399 * Enable or disable blending as necessary. This function sets the appropriate 400 * blend function based on the specified xfermode. 401 */ 402 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 403 bool swapSrcDst = false); 404 405 /** 406 * Safely retrieves the mode from the specified xfermode. If the specified 407 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 408 */ 409 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 410 411 /** 412 * Use the specified program with the current GL context. If the program is already 413 * in use, it will not be bound again. If it is not in use, the current program is 414 * marked unused and the specified program becomes used and becomes the new 415 * current program. 416 * 417 * @param program The program to use 418 * 419 * @return true If the specified program was already in use, false otherwise. 420 */ 421 inline bool useProgram(Program* program); 422 423 /** 424 * Invoked before any drawing operation. This sets required state. 425 */ 426 void setupDraw(); 427 /** 428 * Various methods to setup OpenGL rendering. 429 */ 430 void setupDrawWithTexture(bool isAlpha8 = false); 431 void setupDrawColor(int color); 432 void setupDrawColor(float r, float g, float b, float a); 433 void setupDrawShader(); 434 void setupDrawColorFilter(); 435 void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 436 bool swapSrcDst = false); 437 void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 438 bool swapSrcDst = false); 439 void setupDrawProgram(); 440 void setupDrawDirtyRegionsDisabled(); 441 void setupDrawModelView(float left, float top, float right, float bottom, 442 bool ignoreTransform = false, bool ignoreModelView = false); 443 void setupDrawModelViewTranslate(float left, float top, float right, float bottom, 444 bool ignoreTransform = false); 445 void setupDrawColorUniforms(); 446 void setupDrawShaderUniforms(bool ignoreTransform = false); 447 void setupDrawColorFilterUniforms(); 448 void setupDrawSimpleMesh(); 449 void setupDrawTexture(GLuint texture); 450 void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0); 451 void finishDrawTexture(); 452 453 /** 454 * Should be invoked every time the glScissor is modified. 455 */ 456 inline void dirtyClip() { 457 mDirtyClip = true; 458 } 459 460 /** 461 * Mark the layer as dirty at the specified coordinates. The coordinates 462 * are transformed with the supplied matrix. 463 */ 464 void dirtyLayer(const float left, const float top, const float right, const float bottom, 465 const mat4 transform); 466 467 /** 468 * Mark the layer as dirty at the specified coordinates. 469 */ 470 void dirtyLayer(const float left, const float top, const float right, const float bottom); 471 472 // Dimensions of the drawing surface 473 int mWidth, mHeight; 474 475 // Matrix used for ortho projection in shaders 476 mat4 mOrthoMatrix; 477 478 // Model-view matrix used to position/size objects 479 mat4 mModelView; 480 481 // Number of saved states 482 int mSaveCount; 483 // Base state 484 sp<Snapshot> mFirstSnapshot; 485 // Current state 486 sp<Snapshot> mSnapshot; 487 488 // Shaders 489 SkiaShader* mShader; 490 491 // Color filters 492 SkiaColorFilter* mColorFilter; 493 494 // Used to draw textured quads 495 TextureVertex mMeshVertices[4]; 496 497 // Drop shadow 498 bool mHasShadow; 499 float mShadowRadius; 500 float mShadowDx; 501 float mShadowDy; 502 int mShadowColor; 503 504 // Various caches 505 Caches& mCaches; 506 507 // List of rectangles to clear due to calls to saveLayer() 508 Vector<Rect*> mLayers; 509 510 // Indentity matrix 511 const mat4 mIdentity; 512 513 // Indicates whether the clip must be restored 514 bool mDirtyClip; 515 516 // The following fields are used to setup drawing 517 // Used to describe the shaders to generate 518 ProgramDescription mDescription; 519 // Color description 520 bool mColorSet; 521 float mColorA, mColorR, mColorG, mColorB; 522 // Indicates that the shader should get a color 523 bool mSetShaderColor; 524 // Current texture unit 525 GLuint mTextureUnit; 526 // Track dirty regions, true by default 527 bool mTrackDirtyRegions; 528 // Texture coordinates slot 529 int mTexCoordsSlot; 530 531 friend class DisplayListRenderer; 532 533}; // class OpenGLRenderer 534 535}; // namespace uirenderer 536}; // namespace android 537 538#endif // ANDROID_HWUI_OPENGL_RENDERER_H 539