OpenGLRenderer.h revision bf75945e7a1ae7c1000682716643c942c1e19ba6
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_ShadowAA = 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
154    virtual int saveLayer(float left, float top, float right, float bottom,
155            const SkPaint* paint, int flags) {
156        return saveLayer(left, top, right, bottom, paint, flags, NULL);
157    }
158
159    // Specialized saveLayer implementation, which will pass the convexMask to an FBO layer, if
160    // created, which will in turn clip to that mask when drawn back/restored.
161    int saveLayer(float left, float top, float right, float bottom,
162            const SkPaint* paint, int flags, const SkPath* convexMask);
163
164    int saveLayerDeferred(float left, float top, float right, float bottom,
165            const SkPaint* paint, int flags);
166
167    virtual status_t drawRenderNode(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1);
168    virtual status_t drawLayer(Layer* layer, float x, float y);
169    virtual status_t drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
170    status_t drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
171            TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
172    virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
173            float srcRight, float srcBottom, float dstLeft, float dstTop,
174            float dstRight, float dstBottom, const SkPaint* paint);
175    virtual status_t drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint);
176    virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
177            const float* vertices, const int* colors, const SkPaint* paint);
178    status_t drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
179            TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
180    virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
181            float left, float top, float right, float bottom, const SkPaint* paint);
182    status_t drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
183            float left, float top, float right, float bottom, const SkPaint* paint);
184    virtual status_t drawColor(int color, SkXfermode::Mode mode);
185    virtual status_t drawRect(float left, float top, float right, float bottom,
186            const SkPaint* paint);
187    virtual status_t drawRoundRect(float left, float top, float right, float bottom,
188            float rx, float ry, const SkPaint* paint);
189    virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
190    virtual status_t drawOval(float left, float top, float right, float bottom,
191            const SkPaint* paint);
192    virtual status_t drawArc(float left, float top, float right, float bottom,
193            float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
194    virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
195    virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
196    virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
197    virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
198            float hOffset, float vOffset, const SkPaint* paint);
199    virtual status_t drawPosText(const char* text, int bytesCount, int count,
200            const float* positions, const SkPaint* paint);
201    virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
202            const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
203            DrawOpMode drawOpMode = kDrawOpMode_Immediate);
204    virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
205
206    status_t drawShadow(float casterAlpha,
207            const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer);
208
209    virtual void resetPaintFilter();
210    virtual void setupPaintFilter(int clearBits, int setBits);
211
212    // If this value is set to < 1.0, it overrides alpha set on layer (see drawBitmap, drawLayer)
213    void setOverrideLayerAlpha(float alpha) { mDrawModifiers.mOverrideLayerAlpha = alpha; }
214
215    const SkPaint* filterPaint(const SkPaint* paint);
216
217    /**
218     * Store the current display state (most importantly, the current clip and transform), and
219     * additionally map the state's bounds from local to window coordinates.
220     *
221     * Returns true if quick-rejected
222     */
223    bool storeDisplayState(DeferredDisplayState& state, int stateDeferFlags);
224    void restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore = false);
225    void setupMergedMultiDraw(const Rect* clipRect);
226
227    const DrawModifiers& getDrawModifiers() { return mDrawModifiers; }
228    void setDrawModifiers(const DrawModifiers& drawModifiers) { mDrawModifiers = drawModifiers; }
229
230    bool isCurrentTransformSimple() {
231        return currentTransform()->isSimple();
232    }
233
234    Caches& getCaches() {
235        return mCaches;
236    }
237
238    // simple rect clip
239    bool isCurrentClipSimple() {
240        return mSnapshot->clipRegion->isEmpty();
241    }
242
243    int getViewportWidth() { return currentSnapshot()->getViewportWidth(); }
244    int getViewportHeight() { return currentSnapshot()->getViewportHeight(); }
245
246    /**
247     * Scales the alpha on the current snapshot. This alpha value will be modulated
248     * with other alpha values when drawing primitives.
249     */
250    void scaleAlpha(float alpha) {
251        mSnapshot->alpha *= alpha;
252    }
253
254    /**
255     * Inserts a named event marker in the stream of GL commands.
256     */
257    void eventMark(const char* name) const;
258
259    /**
260     * Inserts a formatted event marker in the stream of GL commands.
261     */
262    void eventMarkDEBUG(const char *fmt, ...) const;
263
264    /**
265     * Inserts a named group marker in the stream of GL commands. This marker
266     * can be used by tools to group commands into logical groups. A call to
267     * this method must always be followed later on by a call to endMark().
268     */
269    void startMark(const char* name) const;
270
271    /**
272     * Closes the last group marker opened by startMark().
273     */
274    void endMark() const;
275
276    /**
277     * Gets the alpha and xfermode out of a paint object. If the paint is null
278     * alpha will be 255 and the xfermode will be SRC_OVER. This method does
279     * not multiply the paint's alpha by the current snapshot's alpha, and does
280     * not replace the alpha with the overrideLayerAlpha
281     *
282     * @param paint The paint to extract values from
283     * @param alpha Where to store the resulting alpha
284     * @param mode Where to store the resulting xfermode
285     */
286    static inline void getAlphaAndModeDirect(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
287        *mode = getXfermodeDirect(paint);
288        *alpha = getAlphaDirect(paint);
289    }
290
291    static inline SkXfermode::Mode getXfermodeDirect(const SkPaint* paint) {
292        if (!paint) return SkXfermode::kSrcOver_Mode;
293        return getXfermode(paint->getXfermode());
294    }
295
296    static inline int getAlphaDirect(const SkPaint* paint) {
297        if (!paint) return 255;
298        return paint->getAlpha();
299    }
300
301    struct TextShadow {
302        SkScalar radius;
303        float dx;
304        float dy;
305        SkColor color;
306    };
307
308    static inline bool getTextShadow(const SkPaint* paint, TextShadow* textShadow) {
309        SkDrawLooper::BlurShadowRec blur;
310        if (paint && paint->getLooper() && paint->getLooper()->asABlurShadow(&blur)) {
311            if (textShadow) {
312                textShadow->radius = Blur::convertSigmaToRadius(blur.fSigma);
313                textShadow->dx = blur.fOffset.fX;
314                textShadow->dy = blur.fOffset.fY;
315                textShadow->color = blur.fColor;
316            }
317            return true;
318        }
319        return false;
320    }
321
322    static inline bool hasTextShadow(const SkPaint* paint) {
323        return getTextShadow(paint, NULL);
324    }
325
326    /**
327     * Build the best transform to use to rasterize text given a full
328     * transform matrix, and whether filteration is needed.
329     *
330     * Returns whether filtration is needed
331     */
332    bool findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const;
333
334#if DEBUG_MERGE_BEHAVIOR
335    void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) {
336        mCaches.setScissorEnabled(false);
337
338        // should only be called outside of other draw ops, so stencil can only be in test state
339        bool stencilWasEnabled = mCaches.stencil.isTestEnabled();
340        mCaches.stencil.disable();
341
342        drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true);
343
344        if (stencilWasEnabled) mCaches.stencil.enableTest();
345    }
346#endif
347
348    const Vector3& getLightCenter() const { return mLightCenter; }
349    float getLightRadius() const { return mLightRadius; }
350
351protected:
352    /**
353     * Perform the setup specific to a frame. This method does not
354     * issue any OpenGL commands.
355     */
356    void setupFrameState(float left, float top, float right, float bottom, bool opaque);
357
358    /**
359     * Indicates the start of rendering. This method will setup the
360     * initial OpenGL state (viewport, clearing the buffer, etc.)
361     */
362    status_t startFrame();
363
364    /**
365     * Clears the underlying surface if needed.
366     */
367    virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
368
369    /**
370     * Call this method after updating a layer during a drawing pass.
371     */
372    void resumeAfterLayer();
373
374    /**
375     * This method is called whenever a stencil buffer is required. Subclasses
376     * should override this method and call attachStencilBufferToLayer() on the
377     * appropriate layer(s).
378     */
379    virtual void ensureStencilBuffer();
380
381    /**
382     * Obtains a stencil render buffer (allocating it if necessary) and
383     * attaches it to the specified layer.
384     */
385    void attachStencilBufferToLayer(Layer* layer);
386
387    bool quickRejectSetupScissor(float left, float top, float right, float bottom,
388            const SkPaint* paint = NULL);
389    bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = NULL) {
390        return quickRejectSetupScissor(bounds.left, bounds.top,
391                bounds.right, bounds.bottom, paint);
392    }
393
394    /**
395     * Compose the layer defined in the current snapshot with the layer
396     * defined by the previous snapshot.
397     *
398     * The current snapshot *must* be a layer (flag kFlagIsLayer set.)
399     *
400     * @param curent The current snapshot containing the layer to compose
401     * @param previous The previous snapshot to compose the current layer with
402     */
403    virtual void composeLayer(const Snapshot& current, const Snapshot& previous);
404
405    /**
406     * Marks the specified region as dirty at the specified bounds.
407     */
408    void dirtyLayerUnchecked(Rect& bounds, Region* region);
409
410    /**
411     * Returns the region of the current layer.
412     */
413    virtual Region* getRegion() const {
414        return mSnapshot->region;
415    }
416
417    /**
418     * Indicates whether rendering is currently targeted at a layer.
419     */
420    virtual bool hasLayer() const {
421        return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
422    }
423
424    /**
425     * Returns the name of the FBO this renderer is rendering into.
426     */
427    virtual GLuint getTargetFbo() const {
428        return 0;
429    }
430
431    /**
432     * Renders the specified layer as a textured quad.
433     *
434     * @param layer The layer to render
435     * @param rect The bounds of the layer
436     */
437    void drawTextureLayer(Layer* layer, const Rect& rect);
438
439    /**
440     * Gets the alpha and xfermode out of a paint object. If the paint is null
441     * alpha will be 255 and the xfermode will be SRC_OVER. Accounts for both
442     * snapshot alpha, and overrideLayerAlpha
443     *
444     * @param paint The paint to extract values from
445     * @param alpha Where to store the resulting alpha
446     * @param mode Where to store the resulting xfermode
447     */
448    inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const;
449
450    /**
451     * Gets the alpha from a layer, accounting for snapshot alpha and overrideLayerAlpha
452     *
453     * @param layer The layer from which the alpha is extracted
454     */
455    inline float getLayerAlpha(const Layer* layer) const;
456
457    /**
458     * Safely retrieves the ColorFilter from the given Paint. If the paint is
459     * null then null is returned.
460     */
461    static inline SkColorFilter* getColorFilter(const SkPaint* paint) {
462        return paint ? paint->getColorFilter() : NULL;
463    }
464
465    /**
466     * Safely retrieves the Shader from the given Paint. If the paint is
467     * null then null is returned.
468     */
469    static inline const SkShader* getShader(const SkPaint* paint) {
470        return paint ? paint->getShader() : NULL;
471    }
472
473    /**
474     * Set to true to suppress error checks at the end of a frame.
475     */
476    virtual bool suppressErrorChecks() const {
477        return false;
478    }
479
480    inline RenderState& renderState() { return mRenderState; }
481
482private:
483    /**
484     * Discards the content of the framebuffer if supported by the driver.
485     * This method should be called at the beginning of a frame to optimize
486     * rendering on some tiler architectures.
487     */
488    void discardFramebuffer(float left, float top, float right, float bottom);
489
490    /**
491     * Ensures the state of the renderer is the same as the state of
492     * the GL context.
493     */
494    void syncState();
495
496    /**
497     * Tells the GPU what part of the screen is about to be redrawn.
498     * This method will use the current layer space clip rect.
499     * This method needs to be invoked every time getTargetFbo() is
500     * bound again.
501     */
502    void startTilingCurrentClip(bool opaque = false, bool expand = false);
503
504    /**
505     * Tells the GPU what part of the screen is about to be redrawn.
506     * This method needs to be invoked every time getTargetFbo() is
507     * bound again.
508     */
509    void startTiling(const Rect& clip, int windowHeight, bool opaque = false, bool expand = false);
510
511    /**
512     * Tells the GPU that we are done drawing the frame or that we
513     * are switching to another render target.
514     */
515    void endTiling();
516
517    void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored);
518
519    /**
520     * Sets the clipping rectangle using glScissor. The clip is defined by
521     * the current snapshot's clipRect member.
522     */
523    void setScissorFromClip();
524
525    /**
526     * Sets the clipping region using the stencil buffer. The clip region
527     * is defined by the current snapshot's clipRegion member.
528     */
529    void setStencilFromClip();
530
531    /**
532     * Given the local bounds of the layer, calculates ...
533     */
534    void calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer);
535
536    /**
537     * Given the local bounds + clip of the layer, updates current snapshot's empty/invisible
538     */
539    void updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
540            bool fboLayer, int alpha);
541
542    /**
543     * Creates a new layer stored in the specified snapshot.
544     *
545     * @param snapshot The snapshot associated with the new layer
546     * @param left The left coordinate of the layer
547     * @param top The top coordinate of the layer
548     * @param right The right coordinate of the layer
549     * @param bottom The bottom coordinate of the layer
550     * @param alpha The translucency of the layer
551     * @param mode The blending mode of the layer
552     * @param flags The layer save flags
553     * @param mask A mask to use when drawing the layer back, may be empty
554     *
555     * @return True if the layer was successfully created, false otherwise
556     */
557    bool createLayer(float left, float top, float right, float bottom,
558            const SkPaint* paint, int flags, const SkPath* convexMask);
559
560    /**
561     * Creates a new layer stored in the specified snapshot as an FBO.
562     *
563     * @param layer The layer to store as an FBO
564     * @param snapshot The snapshot associated with the new layer
565     * @param bounds The bounds of the layer
566     */
567    bool createFboLayer(Layer* layer, Rect& bounds, Rect& clip);
568
569    /**
570     * Compose the specified layer as a region.
571     *
572     * @param layer The layer to compose
573     * @param rect The layer's bounds
574     */
575    void composeLayerRegion(Layer* layer, const Rect& rect);
576
577    /**
578     * Compose the specified layer as a simple rectangle.
579     *
580     * @param layer The layer to compose
581     * @param rect The layer's bounds
582     * @param swap If true, the source and destination are swapped
583     */
584    void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
585
586    /**
587     * Clears all the regions corresponding to the current list of layers.
588     * This method MUST be invoked before any drawing operation.
589     */
590    void clearLayerRegions();
591
592    /**
593     * Mark the layer as dirty at the specified coordinates. The coordinates
594     * are transformed with the supplied matrix.
595     */
596    void dirtyLayer(const float left, const float top,
597            const float right, const float bottom, const mat4 transform);
598
599    /**
600     * Mark the layer as dirty at the specified coordinates.
601     */
602    void dirtyLayer(const float left, const float top,
603            const float right, const float bottom);
604
605    /**
606     * Draws a colored rectangle with the specified color. The specified coordinates
607     * are transformed by the current snapshot's transform matrix unless specified
608     * otherwise.
609     *
610     * @param left The left coordinate of the rectangle
611     * @param top The top coordinate of the rectangle
612     * @param right The right coordinate of the rectangle
613     * @param bottom The bottom coordinate of the rectangle
614     * @param paint The paint containing the color, blending mode, etc.
615     * @param ignoreTransform True if the current transform should be ignored
616     */
617    void drawColorRect(float left, float top, float right, float bottom,
618            const SkPaint* paint, bool ignoreTransform = false);
619
620    /**
621     * Draws a series of colored rectangles with the specified color. The specified
622     * coordinates are transformed by the current snapshot's transform matrix unless
623     * specified otherwise.
624     *
625     * @param rects A list of rectangles, 4 floats (left, top, right, bottom)
626     *              per rectangle
627     * @param paint The paint containing the color, blending mode, etc.
628     * @param ignoreTransform True if the current transform should be ignored
629     * @param dirty True if calling this method should dirty the current layer
630     * @param clip True if the rects should be clipped, false otherwise
631     */
632    status_t drawColorRects(const float* rects, int count, const SkPaint* paint,
633            bool ignoreTransform = false, bool dirty = true, bool clip = true);
634
635    /**
636     * Draws the shape represented by the specified path texture.
637     * This method invokes drawPathTexture() but takes into account
638     * the extra left/top offset and the texture offset to correctly
639     * position the final shape.
640     *
641     * @param left The left coordinate of the shape to render
642     * @param top The top coordinate of the shape to render
643     * @param texture The texture reprsenting the shape
644     * @param paint The paint to draw the shape with
645     */
646    status_t drawShape(float left, float top, const PathTexture* texture, const SkPaint* paint);
647
648    /**
649     * Draws the specified texture as an alpha bitmap. Alpha bitmaps obey
650     * different compositing rules.
651     *
652     * @param texture The texture to draw with
653     * @param left The x coordinate of the bitmap
654     * @param top The y coordinate of the bitmap
655     * @param paint The paint to render with
656     */
657    void drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint);
658
659    /**
660     * Renders a strip of polygons with the specified paint, used for tessellated geometry.
661     *
662     * @param vertexBuffer The VertexBuffer to be drawn
663     * @param paint The paint to render with
664     * @param flags flags with which to draw
665     */
666    status_t drawVertexBuffer(float translateX, float translateY, const VertexBuffer& vertexBuffer,
667            const SkPaint* paint, int flags = 0);
668
669    /**
670     * Convenience for translating method
671     */
672    status_t drawVertexBuffer(const VertexBuffer& vertexBuffer,
673            const SkPaint* paint, int flags = 0) {
674        return drawVertexBuffer(0.0f, 0.0f, vertexBuffer, paint, flags);
675    }
676
677    /**
678     * Renders the convex hull defined by the specified path as a strip of polygons.
679     *
680     * @param path The hull of the path to draw
681     * @param paint The paint to render with
682     */
683    status_t drawConvexPath(const SkPath& path, const SkPaint* paint);
684
685    /**
686     * Draws a textured rectangle with the specified texture. The specified coordinates
687     * are transformed by the current snapshot's transform matrix.
688     *
689     * @param left The left coordinate of the rectangle
690     * @param top The top coordinate of the rectangle
691     * @param right The right coordinate of the rectangle
692     * @param bottom The bottom coordinate of the rectangle
693     * @param texture The texture to use
694     * @param paint The paint containing the alpha, blending mode, etc.
695     */
696    void drawTextureRect(float left, float top, float right, float bottom,
697            Texture* texture, const SkPaint* paint);
698
699    /**
700     * Draws a textured mesh with the specified texture. If the indices are omitted,
701     * the mesh is drawn as a simple quad. The mesh pointers become offsets when a
702     * VBO is bound.
703     *
704     * @param left The left coordinate of the rectangle
705     * @param top The top coordinate of the rectangle
706     * @param right The right coordinate of the rectangle
707     * @param bottom The bottom coordinate of the rectangle
708     * @param texture The texture name to map onto the rectangle
709     * @param paint The paint containing the alpha, blending mode, colorFilter, etc.
710     * @param blend True if the texture contains an alpha channel
711     * @param vertices The vertices that define the mesh
712     * @param texCoords The texture coordinates of each vertex
713     * @param elementsCount The number of elements in the mesh, required by indices
714     * @param swapSrcDst Whether or not the src and dst blending operations should be swapped
715     * @param ignoreTransform True if the current transform should be ignored
716     * @param vbo The VBO used to draw the mesh
717     * @param modelViewMode Defines whether the model view matrix should be scaled
718     * @param dirty True if calling this method should dirty the current layer
719     */
720    void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
721            const SkPaint* paint, bool blend,
722            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
723            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
724            ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true);
725
726    void drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture,
727            const SkPaint* paint, bool blend,
728            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
729            bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
730            ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true);
731
732    void drawAlpha8TextureMesh(float left, float top, float right, float bottom,
733            GLuint texture, const SkPaint* paint,
734            GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
735            bool ignoreTransform, ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale,
736            bool dirty = true);
737
738    /**
739     * Draws the specified list of vertices as quads using indexed GL_TRIANGLES.
740     * If the number of vertices to draw exceeds the number of indices we have
741     * pre-allocated, this method will generate several glDrawElements() calls.
742     */
743    void issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount);
744
745    /**
746     * Draws text underline and strike-through if needed.
747     *
748     * @param text The text to decor
749     * @param bytesCount The number of bytes in the text
750     * @param totalAdvance The total advance in pixels, defines underline/strikethrough length
751     * @param x The x coordinate where the text will be drawn
752     * @param y The y coordinate where the text will be drawn
753     * @param paint The paint to draw the text with
754     */
755    void drawTextDecorations(float totalAdvance, float x, float y, const SkPaint* paint);
756
757   /**
758     * Draws shadow layer on text (with optional positions).
759     *
760     * @param paint The paint to draw the shadow with
761     * @param text The text to draw
762     * @param bytesCount The number of bytes in the text
763     * @param count The number of glyphs in the text
764     * @param positions The x, y positions of individual glyphs (or NULL)
765     * @param fontRenderer The font renderer object
766     * @param alpha The alpha value for drawing the shadow
767     * @param x The x coordinate where the shadow will be drawn
768     * @param y The y coordinate where the shadow will be drawn
769     */
770    void drawTextShadow(const SkPaint* paint, const char* text, int bytesCount, int count,
771            const float* positions, FontRenderer& fontRenderer, int alpha,
772            float x, float y);
773
774    /**
775     * Draws a path texture. Path textures are alpha8 bitmaps that need special
776     * compositing to apply colors/filters/etc.
777     *
778     * @param texture The texture to render
779     * @param x The x coordinate where the texture will be drawn
780     * @param y The y coordinate where the texture will be drawn
781     * @param paint The paint to draw the texture with
782     */
783     void drawPathTexture(const PathTexture* texture, float x, float y, const SkPaint* paint);
784
785    /**
786     * Resets the texture coordinates stored in mMeshVertices. Setting the values
787     * back to default is achieved by calling:
788     *
789     * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
790     *
791     * @param u1 The left coordinate of the texture
792     * @param v1 The bottom coordinate of the texture
793     * @param u2 The right coordinate of the texture
794     * @param v2 The top coordinate of the texture
795     */
796    void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
797
798    /**
799     * Returns true if the specified paint will draw invisible text.
800     */
801    bool canSkipText(const SkPaint* paint) const;
802
803    /**
804     * Binds the specified texture. The texture unit must have been selected
805     * prior to calling this method.
806     */
807    inline void bindTexture(GLuint texture) {
808        mCaches.bindTexture(texture);
809    }
810
811    /**
812     * Binds the specified EGLImage texture. The texture unit must have been selected
813     * prior to calling this method.
814     */
815    inline void bindExternalTexture(GLuint texture) {
816        mCaches.bindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
817    }
818
819    /**
820     * Enable or disable blending as necessary. This function sets the appropriate
821     * blend function based on the specified xfermode.
822     */
823    inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
824            bool swapSrcDst = false);
825
826    /**
827     * Use the specified program with the current GL context. If the program is already
828     * in use, it will not be bound again. If it is not in use, the current program is
829     * marked unused and the specified program becomes used and becomes the new
830     * current program.
831     *
832     * @param program The program to use
833     *
834     * @return true If the specified program was already in use, false otherwise.
835     */
836    inline bool useProgram(Program* program);
837
838    /**
839     * Invoked before any drawing operation. This sets required state.
840     */
841    void setupDraw(bool clear = true);
842
843    /**
844     * Various methods to setup OpenGL rendering.
845     */
846    void setupDrawWithTexture(bool isAlpha8 = false);
847    void setupDrawWithTextureAndColor(bool isAlpha8 = false);
848    void setupDrawWithExternalTexture();
849    void setupDrawNoTexture();
850    void setupDrawAA(bool useShadowInterp);
851    void setupDrawColor(int color, int alpha);
852    void setupDrawColor(float r, float g, float b, float a);
853    void setupDrawAlpha8Color(int color, int alpha);
854    void setupDrawTextGamma(const SkPaint* paint);
855    void setupDrawShader(const SkShader* shader);
856    void setupDrawColorFilter(const SkColorFilter* filter);
857    void setupDrawBlending(const Layer* layer, bool swapSrcDst = false);
858    void setupDrawBlending(const SkPaint* paint, bool blend = true, bool swapSrcDst = false);
859    void setupDrawProgram();
860    void setupDrawDirtyRegionsDisabled();
861
862    /**
863     * Setup the current program matrices based upon the nature of the geometry.
864     *
865     * @param mode If kModelViewMode_Translate, the geometry must be translated by the left and top
866     * parameters. If kModelViewMode_TranslateAndScale, the geometry that exists in the (0,0, 1,1)
867     * space must be scaled up and translated to fill the quad provided in (l,t,r,b). These
868     * transformations are stored in the modelView matrix and uploaded to the shader.
869     *
870     * @param offset Set to true if the the matrix should be fudged (translated) slightly to disambiguate
871     * geometry pixel positioning. See Vertex::GeometryFudgeFactor().
872     *
873     * @param ignoreTransform Set to true if l,t,r,b coordinates already in layer space,
874     * currentTransform() will be ignored. (e.g. when drawing clip in layer coordinates to stencil,
875     * or when simple translation has been extracted)
876     */
877    void setupDrawModelView(ModelViewMode mode, bool offset,
878            float left, float top, float right, float bottom, bool ignoreTransform = false);
879    void setupDrawColorUniforms(bool hasShader);
880    void setupDrawPureColorUniforms();
881
882    /**
883     * Setup uniforms for the current shader.
884     *
885     * @param shader SkShader on the current paint.
886     *
887     * @param ignoreTransform Set to true to ignore the transform in shader.
888     */
889    void setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform = false);
890    void setupDrawColorFilterUniforms(const SkColorFilter* paint);
891    void setupDrawSimpleMesh();
892    void setupDrawTexture(GLuint texture);
893    void setupDrawExternalTexture(GLuint texture);
894    void setupDrawTextureTransform();
895    void setupDrawTextureTransformUniforms(mat4& transform);
896    void setupDrawTextGammaUniforms();
897    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords = NULL, GLuint vbo = 0);
898    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords, const GLvoid* colors);
899    void setupDrawMeshIndices(const GLvoid* vertices, const GLvoid* texCoords, GLuint vbo = 0);
900    void setupDrawIndexedVertices(GLvoid* vertices);
901    void accountForClear(SkXfermode::Mode mode);
902
903    bool updateLayer(Layer* layer, bool inFrame);
904    void updateLayers();
905    void flushLayers();
906
907#if DEBUG_LAYERS_AS_REGIONS
908    /**
909     * Renders the specified region as a series of rectangles. This method
910     * is used for debugging only.
911     */
912    void drawRegionRectsDebug(const Region& region);
913#endif
914
915    /**
916     * Renders the specified region as a series of rectangles. The region
917     * must be in screen-space coordinates.
918     */
919    void drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty = false);
920
921    /**
922     * Draws the current clip region if any. Only when DEBUG_CLIP_REGIONS
923     * is turned on.
924     */
925    void debugClip();
926
927    void debugOverdraw(bool enable, bool clear);
928    void renderOverdraw();
929    void countOverdraw();
930
931    /**
932     * Should be invoked every time the glScissor is modified.
933     */
934    inline void dirtyClip() {
935        mDirtyClip = true;
936    }
937
938    inline const UvMapper& getMapper(const Texture* texture) {
939        return texture && texture->uvMapper ? *texture->uvMapper : mUvMapper;
940    }
941
942    /**
943     * Returns a texture object for the specified bitmap. The texture can
944     * come from the texture cache or an atlas. If this method returns
945     * NULL, the texture could not be found and/or allocated.
946     */
947    Texture* getTexture(const SkBitmap* bitmap);
948
949    /**
950     * Model-view matrix used to position/size objects
951     *
952     * Stores operation-local modifications to the draw matrix that aren't incorporated into the
953     * currentTransform().
954     *
955     * If generated with kModelViewMode_Translate, mModelViewMatrix will reflect an x/y offset,
956     * e.g. the offset in drawLayer(). If generated with kModelViewMode_TranslateAndScale,
957     * mModelViewMatrix will reflect a translation and scale, e.g. the translation and scale
958     * required to make VBO 0 (a rect of (0,0,1,1)) scaled to match the x,y offset, and width/height
959     * of a bitmap.
960     *
961     * Used as input to SkiaShader transformation.
962     */
963    mat4 mModelViewMatrix;
964
965    // State used to define the clipping region
966    Rect mTilingClip;
967    // Is the target render surface opaque
968    bool mOpaque;
969    // Is a frame currently being rendered
970    bool mFrameStarted;
971
972    // Used to draw textured quads
973    TextureVertex mMeshVertices[4];
974
975    // Default UV mapper
976    const UvMapper mUvMapper;
977
978    // shader, filters, and shadow
979    DrawModifiers mDrawModifiers;
980    SkPaint mFilteredPaint;
981
982    // Various caches
983    Caches& mCaches;
984    Extensions& mExtensions;
985    RenderState& mRenderState;
986
987    // List of rectangles to clear after saveLayer() is invoked
988    Vector<Rect*> mLayers;
989    // List of layers to update at the beginning of a frame
990    Vector<Layer*> mLayerUpdates;
991
992    // The following fields are used to setup drawing
993    // Used to describe the shaders to generate
994    ProgramDescription mDescription;
995    // Color description
996    bool mColorSet;
997    float mColorA, mColorR, mColorG, mColorB;
998    // Indicates that the shader should get a color
999    bool mSetShaderColor;
1000    // Current texture unit
1001    GLuint mTextureUnit;
1002    // Track dirty regions, true by default
1003    bool mTrackDirtyRegions;
1004    // Indicate whether we are drawing an opaque frame
1005    bool mOpaqueFrame;
1006
1007    // See PROPERTY_DISABLE_SCISSOR_OPTIMIZATION in
1008    // Properties.h
1009    bool mScissorOptimizationDisabled;
1010
1011    // No-ops start/endTiling when set
1012    bool mSuppressTiling;
1013
1014    // If true, this renderer will setup drawing to emulate
1015    // an increment stencil buffer in the color buffer
1016    bool mCountOverdraw;
1017    float mOverdraw;
1018
1019    bool mSkipOutlineClip;
1020
1021    // Lighting + shadows
1022    Vector3 mLightCenter;
1023    float mLightRadius;
1024    uint8_t mAmbientShadowAlpha;
1025    uint8_t mSpotShadowAlpha;
1026
1027    friend class Layer;
1028    friend class TextSetupFunctor;
1029    friend class DrawBitmapOp;
1030    friend class DrawPatchOp;
1031
1032}; // class OpenGLRenderer
1033
1034}; // namespace uirenderer
1035}; // namespace android
1036
1037#endif // ANDROID_HWUI_OPENGL_RENDERER_H
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