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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_OPENGL_RENDERER_H
#define ANDROID_HWUI_OPENGL_RENDERER_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkBitmap.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkShader.h>
#include <SkXfermode.h>
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "Vertex.h"
#include "SkiaShader.h"
#include "SkiaColorFilter.h"
#include "UvMapper.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
struct DrawModifiers {
DrawModifiers() {
reset();
}
void reset() {
memset(this, 0, sizeof(DrawModifiers));
}
SkiaShader* mShader;
SkiaColorFilter* mColorFilter;
float mOverrideLayerAlpha;
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Draw filters
bool mHasDrawFilter;
int mPaintFilterClearBits;
int mPaintFilterSetBits;
};
enum StateDeferFlags {
kStateDeferFlag_Draw = 0x1,
kStateDeferFlag_Clip = 0x2
};
enum DrawOpMode {
kDrawOpMode_Immediate,
kDrawOpMode_Defer,
kDrawOpMode_Flush
};
enum ClipSideFlags {
kClipSide_None = 0x0,
kClipSide_Left = 0x1,
kClipSide_Top = 0x2,
kClipSide_Right = 0x4,
kClipSide_Bottom = 0x8,
kClipSide_Full = 0xF,
kClipSide_ConservativeFull = 0x1F
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayState;
class DisplayList;
class TextSetupFunctor;
class VertexBuffer;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
ANDROID_API OpenGLRenderer();
virtual ~OpenGLRenderer();
/**
* Sets the name of this renderer. The name is optional and
* empty by default. If the pointer is null the name is set
* to the empty string.
*/
ANDROID_API void setName(const char* name);
/**
* Returns the name of this renderer as UTF8 string.
* The returned pointer is never null.
*/
ANDROID_API const char* getName() const;
/**
* Read externally defined properties to control the behavior
* of the renderer.
*/
ANDROID_API void initProperties();
/**
* Indicates whether this renderer executes drawing commands immediately.
* If this method returns true, the drawing commands will be executed
* later.
*/
virtual bool isDeferred();
/**
* Sets the dimension of the underlying drawing surface. This method must
* be called at least once every time the drawing surface changes size.
*
* @param width The width in pixels of the underlysing surface
* @param height The height in pixels of the underlysing surface
*/
virtual void setViewport(int width, int height);
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. When this method is invoked, the
* entire drawing surface is assumed to be redrawn.
*
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared
*/
ANDROID_API status_t prepare(bool opaque);
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. Only the specified rectangle of the
* frame is assumed to be dirty. A clip will automatically be set to
* the specified rectangle.
*
* @param left The left coordinate of the dirty rectangle
* @param top The top coordinate of the dirty rectangle
* @param right The right coordinate of the dirty rectangle
* @param bottom The bottom coordinate of the dirty rectangle
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared in the specified dirty rectangle
*/
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
/**
* Indicates the end of a frame. This method must be invoked whenever
* the caller is done rendering a frame.
*/
virtual void finish();
/**
* This method must be invoked before handing control over to a draw functor.
* See callDrawGLFunction() for instance.
*
* This command must not be recorded inside display lists.
*/
virtual void interrupt();
/**
* This method must be invoked after getting control back from a draw functor.
*
* This command must not be recorded inside display lists.
*/
virtual void resume();
ANDROID_API void setCountOverdrawEnabled(bool enabled) {
mCountOverdraw = enabled;
}
ANDROID_API float getOverdraw() {
return mCountOverdraw ? mOverdraw : 0.0f;
}
ANDROID_API status_t invokeFunctors(Rect& dirty);
ANDROID_API void detachFunctor(Functor* functor);
ANDROID_API void attachFunctor(Functor* functor);
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
ANDROID_API void pushLayerUpdate(Layer* layer);
ANDROID_API void cancelLayerUpdate(Layer* layer);
ANDROID_API void clearLayerUpdates();
ANDROID_API void flushLayerUpdates();
ANDROID_API int getSaveCount() const;
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
ANDROID_API int saveLayer(float left, float top, float right, float bottom,
SkPaint* paint, int flags) {
SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode;
if (paint) mode = getXfermode(paint->getXfermode());
return saveLayer(left, top, right, bottom, paint ? paint->getAlpha() : 255, mode, flags);
}
ANDROID_API int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
return saveLayer(left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
}
virtual int saveLayer(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags);
int saveLayerDeferred(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
bool hasRectToRectTransform();
ANDROID_API void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
ANDROID_API const Rect& getClipBounds();
/**
* Performs a quick reject but adjust the bounds to account for stroke width if necessary,
* and handling snapOut for AA geometry.
*/
bool quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint);
/**
* Returns false and sets scissor based upon bounds if drawing won't be clipped out
*/
bool quickReject(float left, float top, float right, float bottom, bool snapOut = false);
bool quickReject(const Rect& bounds) {
return quickReject(bounds.left, bounds.top, bounds.right, bounds.bottom);
}
/**
* Same as quickReject, without the scissor, instead returning clipRequired through pointer.
* clipRequired will be only set if not rejected
*/
ANDROID_API bool quickRejectNoScissor(float left, float top, float right, float bottom,
bool snapOut = false, bool* clipRequired = NULL);
bool quickRejectNoScissor(const Rect& bounds, bool* clipRequired = NULL) {
return quickRejectNoScissor(bounds.left, bounds.top, bounds.right, bounds.bottom,
clipRequired);
}
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(SkPath* path, SkRegion::Op op);
virtual bool clipRegion(SkRegion* region, SkRegion::Op op);
virtual Rect* getClipRect();
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t replayFlags);
virtual void outputDisplayList(DisplayList* displayList);
virtual status_t drawLayer(Layer* layer, float x, float y);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
status_t drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
status_t drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry,
TextureVertex* vertices, uint32_t indexCount, SkPaint* paint);
virtual status_t drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, SkPaint* paint);
status_t drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode = kDrawOpMode_Immediate);
virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
// If this value is set to < 1.0, it overrides alpha set on layer (see drawBitmap, drawLayer)
void setOverrideLayerAlpha(float alpha) { mDrawModifiers.mOverrideLayerAlpha = alpha; }
SkPaint* filterPaint(SkPaint* paint);
/**
* Store the current display state (most importantly, the current clip and transform), and
* additionally map the state's bounds from local to window coordinates.
*
* Returns true if quick-rejected
*/
bool storeDisplayState(DeferredDisplayState& state, int stateDeferFlags);
void restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore = false);
void setupMergedMultiDraw(const Rect* clipRect);
const DrawModifiers& getDrawModifiers() { return mDrawModifiers; }
void setDrawModifiers(const DrawModifiers& drawModifiers) { mDrawModifiers = drawModifiers; }
ANDROID_API bool isCurrentTransformSimple() {
return mSnapshot->transform->isSimple();
}
Caches& getCaches() {
return mCaches;
}
// simple rect clip
bool isCurrentClipSimple() {
return mSnapshot->clipRegion->isEmpty();
}
int getViewportWidth() { return getSnapshot()->viewport.getWidth(); }
int getViewportHeight() { return getSnapshot()->viewport.getHeight(); }
/**
* Scales the alpha on the current snapshot. This alpha value will be modulated
* with other alpha values when drawing primitives.
*/
void scaleAlpha(float alpha) {
mSnapshot->alpha *= alpha;
}
/**
* Inserts a named event marker in the stream of GL commands.
*/
void eventMark(const char* name) const;
/**
* Inserts a named group marker in the stream of GL commands. This marker
* can be used by tools to group commands into logical groups. A call to
* this method must always be followed later on by a call to endMark().
*/
void startMark(const char* name) const;
/**
* Closes the last group marker opened by startMark().
*/
void endMark() const;
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER. This method does
* not multiply the paint's alpha by the current snapshot's alpha, and does
* not replace the alpha with the overrideLayerAlpha
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
static inline void getAlphaAndModeDirect(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
*mode = getXfermodeDirect(paint);
*alpha = getAlphaDirect(paint);
}
static inline SkXfermode::Mode getXfermodeDirect(SkPaint* paint) {
if (!paint) return SkXfermode::kSrcOver_Mode;
return getXfermode(paint->getXfermode());
}
static inline int getAlphaDirect(const SkPaint* paint) {
if (!paint) return 255;
return paint->getAlpha();
}
/**
* Return the best transform to use to rasterize text given a full
* transform matrix.
*/
mat4 findBestFontTransform(const mat4& transform) const;
#if DEBUG_MERGE_BEHAVIOR
void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) {
mCaches.setScissorEnabled(false);
// should only be called outside of other draw ops, so stencil can only be in test state
bool stencilWasEnabled = mCaches.stencil.isTestEnabled();
mCaches.stencil.disable();
drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true);
if (stencilWasEnabled) mCaches.stencil.enableTest();
}
#endif
protected:
/**
* Computes the projection matrix, initialize the first snapshot
* and stores the dimensions of the render target.
*/
void initViewport(int width, int height);
/**
* Perform the setup specific to a frame. This method does not
* issue any OpenGL commands.
*/
void setupFrameState(float left, float top, float right, float bottom, bool opaque);
/**
* Indicates the start of rendering. This method will setup the
* initial OpenGL state (viewport, clearing the buffer, etc.)
*/
status_t startFrame();
/**
* Clears the underlying surface if needed.
*/
virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
/**
* Call this method after updating a layer during a drawing pass.
*/
void resumeAfterLayer();
/**
* This method is called whenever a stencil buffer is required. Subclasses
* should override this method and call attachStencilBufferToLayer() on the
* appropriate layer(s).
*/
virtual void ensureStencilBuffer();
/**
* Obtains a stencil render buffer (allocating it if necessary) and
* attaches it to the specified layer.
*/
void attachStencilBufferToLayer(Layer* layer);
/**
* Compose the layer defined in the current snapshot with the layer
* defined by the previous snapshot.
*
* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
*
* @param curent The current snapshot containing the layer to compose
* @param previous The previous snapshot to compose the current layer with
*/
virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
/**
* Marks the specified region as dirty at the specified bounds.
*/
void dirtyLayerUnchecked(Rect& bounds, Region* region);
/**
* Returns the current snapshot.
*/
sp<Snapshot> getSnapshot() const {
return mSnapshot;
}
/**
* Returns the region of the current layer.
*/
virtual Region* getRegion() const {
return mSnapshot->region;
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() const {
return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
}
/**
* Returns the name of the FBO this renderer is rendering into.
*/
virtual GLint getTargetFbo() const {
return 0;
}
/**
* Renders the specified layer as a textured quad.
*
* @param layer The layer to render
* @param rect The bounds of the layer
*/
void drawTextureLayer(Layer* layer, const Rect& rect);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER. Accounts for both
* snapshot alpha, and overrideLayerAlpha
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const;
/**
* Gets the alpha from a layer, accounting for snapshot alpha and overrideLayerAlpha
*
* @param layer The layer from which the alpha is extracted
*/
inline float getLayerAlpha(Layer* layer) const;
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
static inline SkXfermode::Mode getXfermode(SkXfermode* mode) {
SkXfermode::Mode resultMode;
if (!SkXfermode::AsMode(mode, &resultMode)) {
resultMode = SkXfermode::kSrcOver_Mode;
}
return resultMode;
}
/**
* Set to true to suppress error checks at the end of a frame.
*/
virtual bool suppressErrorChecks() const {
return false;
}
private:
/**
* Discards the content of the framebuffer if supported by the driver.
* This method should be called at the beginning of a frame to optimize
* rendering on some tiler architectures.
*/
void discardFramebuffer(float left, float top, float right, float bottom);
/**
* Ensures the state of the renderer is the same as the state of
* the GL context.
*/
void syncState();
/**
* Tells the GPU what part of the screen is about to be redrawn.
* This method will use the clip rect that we started drawing the
* frame with.
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
void startTiling(const sp<Snapshot>& snapshot, bool opaque = false);
/**
* Tells the GPU what part of the screen is about to be redrawn.
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
void startTiling(const Rect& clip, int windowHeight, bool opaque = false);
/**
* Tells the GPU that we are done drawing the frame or that we
* are switching to another render target.
*/
void endTiling();
/**
* Saves the current state of the renderer as a new snapshot.
* The new snapshot is saved in mSnapshot and the previous snapshot
* is linked from mSnapshot->previous.
*
* @param flags The save flags; see SkCanvas for more information
*
* @return The new save count. This value can be passed to #restoreToCount()
*/
int saveSnapshot(int flags);
/**
* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
*
* @return True if the clip was modified.
*/
bool restoreSnapshot();
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* Sets the clipping region using the stencil buffer. The clip region
* is defined by the current snapshot's clipRegion member.
*/
void setStencilFromClip();
/**
* Given the local bounds of the layer, calculates ...
*/
void calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer);
/**
* Given the local bounds + clip of the layer, updates current snapshot's empty/invisible
*/
void updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
bool fboLayer, int alpha);
/**
* Creates a new layer stored in the specified snapshot.
*
* @param snapshot The snapshot associated with the new layer
* @param left The left coordinate of the layer
* @param top The top coordinate of the layer
* @param right The right coordinate of the layer
* @param bottom The bottom coordinate of the layer
* @param alpha The translucency of the layer
* @param mode The blending mode of the layer
* @param flags The layer save flags
* @param previousFbo The name of the current framebuffer
*
* @return True if the layer was successfully created, false otherwise
*/
bool createLayer(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
/**
* Creates a new layer stored in the specified snapshot as an FBO.
*
* @param layer The layer to store as an FBO
* @param snapshot The snapshot associated with the new layer
* @param bounds The bounds of the layer
* @param previousFbo The name of the current framebuffer
*/
bool createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo);
/**
* Compose the specified layer as a region.
*
* @param layer The layer to compose
* @param rect The layer's bounds
*/
void composeLayerRegion(Layer* layer, const Rect& rect);
/**
* Compose the specified layer as a simple rectangle.
*
* @param layer The layer to compose
* @param rect The layer's bounds
* @param swap If true, the source and destination are swapped
*/
void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
/**
* Clears all the regions corresponding to the current list of layers.
* This method MUST be invoked before any drawing operation.
*/
void clearLayerRegions();
/**
* Mark the layer as dirty at the specified coordinates. The coordinates
* are transformed with the supplied matrix.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom, const mat4 transform);
/**
* Mark the layer as dirty at the specified coordinates.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom);
/**
* Draws a colored rectangle with the specified color. The specified coordinates
* are transformed by the current snapshot's transform matrix unless specified
* otherwise.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param color The rectangle's ARGB color, defined as a packed 32 bits word
* @param mode The Skia xfermode to use
* @param ignoreTransform True if the current transform should be ignored
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform = false);
/**
* Draws a series of colored rectangles with the specified color. The specified
* coordinates are transformed by the current snapshot's transform matrix unless
* specified otherwise.
*
* @param rects A list of rectangles, 4 floats (left, top, right, bottom)
* per rectangle
* @param color The rectangles' ARGB color, defined as a packed 32 bits word
* @param mode The Skia xfermode to use
* @param ignoreTransform True if the current transform should be ignored
* @param dirty True if calling this method should dirty the current layer
* @param clip True if the rects should be clipped, false otherwise
*/
status_t drawColorRects(const float* rects, int count, int color,
SkXfermode::Mode mode, bool ignoreTransform = false,
bool dirty = true, bool clip = true);
/**
* Draws the shape represented by the specified path texture.
* This method invokes drawPathTexture() but takes into account
* the extra left/top offset and the texture offset to correctly
* position the final shape.
*
* @param left The left coordinate of the shape to render
* @param top The top coordinate of the shape to render
* @param texture The texture reprsenting the shape
* @param paint The paint to draw the shape with
*/
status_t drawShape(float left, float top, const PathTexture* texture, SkPaint* paint);
/**
* Draws the specified texture as an alpha bitmap. Alpha bitmaps obey
* different compositing rules.
*
* @param texture The texture to draw with
* @param left The x coordinate of the bitmap
* @param top The y coordinate of the bitmap
* @param paint The paint to render with
*/
void drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint);
/**
* Renders a strip of polygons with the specified paint, used for tessellated geometry.
*
* @param vertexBuffer The VertexBuffer to be drawn
* @param paint The paint to render with
* @param useOffset Offset the vertexBuffer (used in drawing non-AA lines)
*/
status_t drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint,
bool useOffset = false);
/**
* Renders the convex hull defined by the specified path as a strip of polygons.
*
* @param path The hull of the path to draw
* @param paint The paint to render with
*/
status_t drawConvexPath(const SkPath& path, SkPaint* paint);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
*/
void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture to use
* @param paint The paint containing the alpha, blending mode, etc.
*/
void drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, SkPaint* paint);
/**
* Draws a textured mesh with the specified texture. If the indices are omitted,
* the mesh is drawn as a simple quad. The mesh pointers become offsets when a
* VBO is bound.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
* @param vertices The vertices that define the mesh
* @param texCoords The texture coordinates of each vertex
* @param elementsCount The number of elements in the mesh, required by indices
* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
* @param ignoreTransform True if the current transform should be ignored
* @param vbo The VBO used to draw the mesh
* @param ignoreScale True if the model view matrix should not be scaled
* @param dirty True if calling this method should dirty the current layer
*/
void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
bool ignoreScale = false, bool dirty = true);
void drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
bool ignoreScale = false, bool dirty = true);
void drawAlpha8TextureMesh(float left, float top, float right, float bottom,
GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool ignoreTransform, bool ignoreScale = false, bool dirty = true);
/**
* Draws the specified list of vertices as quads using indexed GL_TRIANGLES.
* If the number of vertices to draw exceeds the number of indices we have
* pre-allocated, this method will generate several glDrawElements() calls.
*/
void drawIndexedQuads(Vertex* mesh, GLsizei quadsCount);
/**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
* @param bytesCount The number of bytes in the text
* @param totalAdvance The total advance in pixels, defines underline/strikethrough length
* @param x The x coordinate where the text will be drawn
* @param y The y coordinate where the text will be drawn
* @param paint The paint to draw the text with
*/
void drawTextDecorations(const char* text, int bytesCount, float totalAdvance,
float x, float y, SkPaint* paint);
/**
* Draws shadow layer on text (with optional positions).
*
* @param paint The paint to draw the shadow with
* @param text The text to draw
* @param bytesCount The number of bytes in the text
* @param count The number of glyphs in the text
* @param positions The x, y positions of individual glyphs (or NULL)
* @param fontRenderer The font renderer object
* @param alpha The alpha value for drawing the shadow
* @param mode The xfermode for drawing the shadow
* @param x The x coordinate where the shadow will be drawn
* @param y The y coordinate where the shadow will be drawn
*/
void drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count,
const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
float x, float y);
/**
* Draws a path texture. Path textures are alpha8 bitmaps that need special
* compositing to apply colors/filters/etc.
*
* @param texture The texture to render
* @param x The x coordinate where the texture will be drawn
* @param y The y coordinate where the texture will be drawn
* @param paint The paint to draw the texture with
*/
void drawPathTexture(const PathTexture* texture, float x, float y, SkPaint* paint);
/**
* Resets the texture coordinates stored in mMeshVertices. Setting the values
* back to default is achieved by calling:
*
* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
*
* @param u1 The left coordinate of the texture
* @param v1 The bottom coordinate of the texture
* @param u2 The right coordinate of the texture
* @param v2 The top coordinate of the texture
*/
void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
/**
* Returns true if the specified paint will draw invisible text.
*/
bool canSkipText(const SkPaint* paint) const;
/**
* Binds the specified texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindTexture(GLuint texture) {
mCaches.bindTexture(texture);
}
/**
* Binds the specified EGLImage texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindExternalTexture(GLuint texture) {
mCaches.bindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
}
/**
* Enable or disable blending as necessary. This function sets the appropriate
* blend function based on the specified xfermode.
*/
inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
bool swapSrcDst = false);
/**
* Use the specified program with the current GL context. If the program is already
* in use, it will not be bound again. If it is not in use, the current program is
* marked unused and the specified program becomes used and becomes the new
* current program.
*
* @param program The program to use
*
* @return true If the specified program was already in use, false otherwise.
*/
inline bool useProgram(Program* program);
/**
* Invoked before any drawing operation. This sets required state.
*/
void setupDraw(bool clear = true);
/**
* Various methods to setup OpenGL rendering.
*/
void setupDrawWithTexture(bool isAlpha8 = false);
void setupDrawWithTextureAndColor(bool isAlpha8 = false);
void setupDrawWithExternalTexture();
void setupDrawNoTexture();
void setupDrawAA();
void setupDrawColor(int color, int alpha);
void setupDrawColor(float r, float g, float b, float a);
void setupDrawAlpha8Color(int color, int alpha);
void setupDrawTextGamma(const SkPaint* paint);
void setupDrawShader();
void setupDrawColorFilter();
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawProgram();
void setupDrawDirtyRegionsDisabled();
void setupDrawModelViewIdentity(bool offset = false);
void setupDrawModelView(float left, float top, float right, float bottom,
bool ignoreTransform = false, bool ignoreModelView = false);
void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform = false);
void setupDrawColorUniforms();
void setupDrawPureColorUniforms();
void setupDrawShaderIdentityUniforms();
void setupDrawShaderUniforms(bool ignoreTransform = false);
void setupDrawColorFilterUniforms();
void setupDrawSimpleMesh();
void setupDrawTexture(GLuint texture);
void setupDrawExternalTexture(GLuint texture);
void setupDrawTextureTransform();
void setupDrawTextureTransformUniforms(mat4& transform);
void setupDrawTextGammaUniforms();
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors);
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);
void setupDrawIndexedVertices(GLvoid* vertices);
void accountForClear(SkXfermode::Mode mode);
bool updateLayer(Layer* layer, bool inFrame);
void updateLayers();
void flushLayers();
/**
* Renders the specified region as a series of rectangles. This method
* is used for debugging only.
*/
void drawRegionRects(const Region& region);
/**
* Renders the specified region as a series of rectangles. The region
* must be in screen-space coordinates.
*/
void drawRegionRects(const SkRegion& region, int color, SkXfermode::Mode mode,
bool dirty = false);
/**
* Draws the current clip region if any. Only when DEBUG_CLIP_REGIONS
* is turned on.
*/
void debugClip();
void debugOverdraw(bool enable, bool clear);
void renderOverdraw();
void countOverdraw();
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() {
mDirtyClip = true;
}
inline mat4& currentTransform() const {
return *mSnapshot->transform;
}
inline const UvMapper& getMapper(const Texture* texture) {
return texture && texture->uvMapper ? *texture->uvMapper : mUvMapper;
}
/**
* Returns a texture object for the specified bitmap. The texture can
* come from the texture cache or an atlas. If this method returns
* NULL, the texture could not be found and/or allocated.
*/
Texture* getTexture(SkBitmap* bitmap);
// Dimensions of the drawing surface
int mWidth, mHeight;
// Matrix used for ortho projection in shaders
mat4 mOrthoMatrix;
// Model-view matrix used to position/size objects
mat4 mModelView;
// Number of saved states
int mSaveCount;
// Base state
sp<Snapshot> mFirstSnapshot;
// Current state
sp<Snapshot> mSnapshot;
// State used to define the clipping region
Rect mTilingClip;
// Is the target render surface opaque
bool mOpaque;
// Is a frame currently being rendered
bool mFrameStarted;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// Default UV mapper
const UvMapper mUvMapper;
// shader, filters, and shadow
DrawModifiers mDrawModifiers;
SkPaint mFilteredPaint;
// Various caches
Caches& mCaches;
Extensions& mExtensions;
// List of rectangles to clear after saveLayer() is invoked
Vector<Rect*> mLayers;
// List of functors to invoke after a frame is drawn
SortedVector<Functor*> mFunctors;
// List of layers to update at the beginning of a frame
Vector<Layer*> mLayerUpdates;
// Indicates whether the clip must be restored
bool mDirtyClip;
// The following fields are used to setup drawing
// Used to describe the shaders to generate
ProgramDescription mDescription;
// Color description
bool mColorSet;
float mColorA, mColorR, mColorG, mColorB;
// Indicates that the shader should get a color
bool mSetShaderColor;
// Current texture unit
GLuint mTextureUnit;
// Track dirty regions, true by default
bool mTrackDirtyRegions;
// Indicate whether we are drawing an opaque frame
bool mOpaqueFrame;
// See PROPERTY_DISABLE_SCISSOR_OPTIMIZATION in
// Properties.h
bool mScissorOptimizationDisabled;
// No-ops start/endTiling when set
bool mSuppressTiling;
// If true, this renderer will setup drawing to emulate
// an increment stencil buffer in the color buffer
bool mCountOverdraw;
float mOverdraw;
// Optional name of the renderer
String8 mName;
friend class DisplayListRenderer;
friend class Layer;
friend class TextSetupFunctor;
friend class DrawBitmapOp;
friend class DrawPatchOp;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H