/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Debug.h" #include "Extensions.h" #include "Matrix.h" #include "Program.h" #include "Rect.h" #include "Renderer.h" #include "StatefulBaseRenderer.h" #include "Snapshot.h" #include "UvMapper.h" #include "Vertex.h" #include "Caches.h" namespace android { namespace uirenderer { class DeferredDisplayState; class RenderNode; class TextSetupFunctor; class VertexBuffer; class SkiaShader; struct DrawModifiers { DrawModifiers() { reset(); } void reset() { memset(this, 0, sizeof(DrawModifiers)); } SkiaShader* mShader; 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 ClipSideFlags { kClipSide_None = 0x0, kClipSide_Left = 0x1, kClipSide_Top = 0x2, kClipSide_Right = 0x4, kClipSide_Bottom = 0x8, kClipSide_Full = 0xF, kClipSide_ConservativeFull = 0x1F }; /** * Defines additional transformation that should be applied by the model view matrix, beyond that of * the currentTransform() */ enum ModelViewMode { /** * Used when the model view should simply translate geometry passed to the shader. The resulting * matrix will be a simple translation. */ kModelViewMode_Translate = 0, /** * Used when the model view should translate and scale geometry. The resulting matrix will be a * translation + scale. This is frequently used together with VBO 0, the (0,0,1,1) rect. */ kModelViewMode_TranslateAndScale = 1, }; enum VertexBufferMode { kVertexBufferMode_Standard = 0, kVertexBufferMode_OnePolyRingShadow = 1, kVertexBufferMode_TwoPolyRingShadow = 2 }; /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// /** * OpenGL Renderer implementation. */ class OpenGLRenderer : public StatefulBaseRenderer { public: ANDROID_API OpenGLRenderer(); virtual ~OpenGLRenderer(); ANDROID_API void initProperties(); virtual void setViewport(int width, int height); virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque); virtual void finish(); virtual void interrupt(); 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 virtual int saveLayer(float left, float top, float right, float bottom, const SkPaint* paint, int flags); int saveLayerDeferred(float left, float top, float right, float bottom, const SkPaint* paint, int flags); virtual status_t drawDisplayList(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1); virtual status_t drawLayer(Layer* layer, float x, float y); virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top, const SkPaint* paint); status_t drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint); virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint); virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top, const SkPaint* paint); virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint); status_t drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint); virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, float left, float top, float right, float bottom, const SkPaint* paint); status_t drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, float left, float top, float right, float bottom, const SkPaint* paint); virtual status_t drawColor(int color, SkXfermode::Mode mode); virtual status_t drawRect(float left, float top, float right, float bottom, const SkPaint* paint); virtual status_t drawRoundRect(float left, float top, float right, float bottom, float rx, float ry, const SkPaint* paint); virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint); virtual status_t drawOval(float left, float top, float right, float bottom, const SkPaint* paint); virtual status_t drawArc(float left, float top, float right, float bottom, float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint); virtual status_t drawPath(const SkPath* path, const SkPaint* paint); virtual status_t drawLines(const float* points, int count, const SkPaint* paint); virtual status_t drawPoints(const float* points, int count, const SkPaint* paint); virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path, float hOffset, float vOffset, const SkPaint* paint); virtual status_t drawPosText(const char* text, int bytesCount, int count, const float* positions, const SkPaint* paint); virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y, const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, DrawOpMode drawOpMode = kDrawOpMode_Immediate); virtual status_t drawRects(const float* rects, int count, const SkPaint* paint); status_t drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter); virtual void resetShader(); virtual void setupShader(SkiaShader* shader); 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; } const SkPaint* filterPaint(const 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 currentTransform()->isSimple(); } Caches& getCaches() { return mCaches; } // simple rect clip bool isCurrentClipSimple() { return mSnapshot->clipRegion->isEmpty(); } int getViewportWidth() { return currentSnapshot()->viewport.getWidth(); } int getViewportHeight() { return currentSnapshot()->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(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { *mode = getXfermodeDirect(paint); *alpha = getAlphaDirect(paint); } static inline SkXfermode::Mode getXfermodeDirect(const 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); bool quickRejectSetupScissor(float left, float top, float right, float bottom, const SkPaint* paint = NULL); bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = NULL) { return quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom, paint); } /** * 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(const Snapshot& current, const Snapshot& previous); /** * Marks the specified region as dirty at the specified bounds. */ void dirtyLayerUnchecked(Rect& bounds, Region* region); /** * 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 GLuint 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(const 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(const Layer* layer) const; /** * Safely retrieves the ColorFilter from the given Paint. If the paint is * null then null is returned. */ static inline SkColorFilter* getColorFilter(const SkPaint* paint) { return paint ? paint->getColorFilter() : NULL; } /** * 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 current layer space clip rect. * This method needs to be invoked every time getTargetFbo() is * bound again. */ void startTilingCurrentClip(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(); void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored); /** * 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 * * @return True if the layer was successfully created, false otherwise */ bool createLayer(float left, float top, float right, float bottom, const SkPaint* paint, int flags); /** * 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 */ bool createFboLayer(Layer* layer, Rect& bounds, Rect& clip); /** * 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 paint The paint containing the color, blending mode, etc. * @param ignoreTransform True if the current transform should be ignored */ void drawColorRect(float left, float top, float right, float bottom, const SkPaint* paint, 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 paint The paint containing the color, blending mode, etc. * @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, const SkPaint* paint, 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, const 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, const 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(VertexBufferMode mode, const VertexBuffer& vertexBuffer, const 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, const 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 to use * @param paint The paint containing the alpha, blending mode, etc. */ void drawTextureRect(float left, float top, float right, float bottom, Texture* texture, const 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 paint The paint containing the alpha, blending mode, colorFilter, etc. * @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 modelViewMode Defines whether the model view matrix should 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, const SkPaint* paint, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true); void drawIndexedTextureMesh(float left, float top, float right, float bottom, GLuint texture, const SkPaint* paint, bool blend, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, bool dirty = true); void drawAlpha8TextureMesh(float left, float top, float right, float bottom, GLuint texture, const SkPaint* paint, GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, bool ignoreTransform, ModelViewMode modelViewMode = kModelViewMode_TranslateAndScale, 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 issueIndexedQuadDraw(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(float totalAdvance, float x, float y, const 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 x The x coordinate where the shadow will be drawn * @param y The y coordinate where the shadow will be drawn */ void drawTextShadow(const SkPaint* paint, const char* text, int bytesCount, int count, const float* positions, FontRenderer& fontRenderer, int alpha, 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, const 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(const SkColorFilter* filter); void setupDrawBlending(const Layer* layer, bool swapSrcDst = false); void setupDrawBlending(const SkPaint* paint, bool blend = true, bool swapSrcDst = false); void setupDrawProgram(); void setupDrawDirtyRegionsDisabled(); /** * Setup the current program matrices based upon the nature of the geometry. * * @param mode If kModelViewMode_Translate, the geometry must be translated by the left and top * parameters. If kModelViewMode_TranslateAndScale, the geometry that exists in the (0,0, 1,1) * space must be scaled up and translated to fill the quad provided in (l,t,r,b). These * transformations are stored in the modelView matrix and uploaded to the shader. * * @param offset Set to true if the the matrix should be fudged (translated) slightly to disambiguate * geometry pixel positioning. See Vertex::GeometryFudgeFactor(). * * @param ignoreTransform Set to true if l,t,r,b coordinates already in layer space, * currentTransform() will be ignored. (e.g. when drawing clip in layer coordinates to stencil, * or when simple translation has been extracted) */ void setupDrawModelView(ModelViewMode mode, bool offset, float left, float top, float right, float bottom, bool ignoreTransform = false); void setupDrawColorUniforms(); void setupDrawPureColorUniforms(); void setupDrawShaderUniforms(bool ignoreTransform = false); void setupDrawColorFilterUniforms(const SkColorFilter* paint); void setupDrawSimpleMesh(); void setupDrawTexture(GLuint texture); void setupDrawExternalTexture(GLuint texture); void setupDrawTextureTransform(); void setupDrawTextureTransformUniforms(mat4& transform); void setupDrawTextGammaUniforms(); void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords = NULL, GLuint vbo = 0); void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords, const GLvoid* colors); void setupDrawMeshIndices(const GLvoid* vertices, const GLvoid* texCoords, GLuint vbo = 0); void setupDrawIndexedVertices(GLvoid* vertices); void accountForClear(SkXfermode::Mode mode); bool updateLayer(Layer* layer, bool inFrame); void updateLayers(); void flushLayers(); #if DEBUG_LAYERS_AS_REGIONS /** * Renders the specified region as a series of rectangles. This method * is used for debugging only. */ void drawRegionRectsDebug(const Region& region); #endif /** * Renders the specified region as a series of rectangles. The region * must be in screen-space coordinates. */ void drawRegionRects(const SkRegion& region, const SkPaint& paint, 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 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(const SkBitmap* bitmap); // Matrix used for view/projection in shaders mat4 mViewProjMatrix; /** * Model-view matrix used to position/size objects * * Stores operation-local modifications to the draw matrix that aren't incorporated into the * currentTransform(). * * If generated with kModelViewMode_Translate, the mModelView will reflect an x/y offset, * e.g. the offset in drawLayer(). If generated with kModelViewMode_TranslateAndScale, * mModelView will reflect a translation and scale, e.g. the translation and scale required to * make VBO 0 (a rect of (0,0,1,1)) scaled to match the x,y offset, and width/height of a * bitmap. * * Used as input to SkiaShader transformation. */ mat4 mModelView; // 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 mLayers; // List of functors to invoke after a frame is drawn SortedVector mFunctors; // List of layers to update at the beginning of a frame Vector mLayerUpdates; // 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; 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