1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
|
/*
* 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/Vector.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 "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DisplayList;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
OpenGLRenderer();
virtual ~OpenGLRenderer();
virtual void setViewport(int width, int height);
void prepare(bool opaque);
virtual void prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
// These two calls must not be recorded in display lists
virtual void interrupt();
virtual void resume();
virtual bool callDrawGLFunction(Functor *functor, Rect& dirty);
int getSaveCount() const;
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, 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);
const float* getMatrix() const;
void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
const Rect& getClipBounds();
bool quickReject(float left, float top, float right, float bottom);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
Rect& dirty, uint32_t level = 0);
virtual void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawColor(int color, SkXfermode::Mode mode);
virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual void drawCircle(float x, float y, float radius, SkPaint* paint);
virtual void drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual void drawPath(SkPath* path, SkPaint* paint);
virtual void drawLines(float* points, int count, SkPaint* paint);
virtual void drawPoints(float* points, int count, SkPaint* paint);
virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
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);
protected:
/**
* 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() {
return mSnapshot;
}
/**
* Returns the region of the current layer.
*/
virtual Region* getRegion() {
return mSnapshot->region;
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() {
return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
}
/**
* Returns the name of the FBO this renderer is rendering into.
*/
virtual GLint getTargetFbo() {
return 0;
}
private:
/**
* 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();
/**
* 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(sp<Snapshot> snapshot, 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, sp<Snapshot> snapshot,
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);
void drawTextureLayer(Layer* layer, const Rect& rect);
/**
* 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.
*
* @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
* @param ignoreBlending True if the blending is set by the caller
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform = false);
void drawShape(float left, float top, const PathTexture* texture, SkPaint* paint);
void drawRectAsShape(float left, float top, float right, float bottom, SkPaint* p);
void drawAlphaBitmap(Texture* texture, float left, float top, 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);
/**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
* @param bytesCount The number of bytes in the text
* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
* @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 length,
float x, float y, SkPaint* paint);
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);
/**
* 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.
*
* @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);
/**
* Binds the specified texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindTexture(GLuint texture) {
glBindTexture(GL_TEXTURE_2D, texture);
}
/**
* Binds the specified EGLImage texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindExternalTexture(GLuint texture) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
}
/**
* Sets the wrap modes for the specified texture. The wrap modes are modified
* only when needed.
*/
inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT);
/**
* 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);
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
inline SkXfermode::Mode getXfermode(SkXfermode* mode);
/**
* 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();
/**
* Various methods to setup OpenGL rendering.
*/
void setupDrawWithTexture(bool isAlpha8 = false);
void setupDrawWithExternalTexture();
void setupDrawAALine();
void setupDrawPoint(float pointSize);
void setupDrawColor(int color);
void setupDrawColor(int color, int alpha);
void setupDrawColor(float r, float g, float b, float a);
void setupDrawAlpha8Color(int color, int alpha);
void setupDrawAlpha8Color(float r, float g, float b, float a);
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 setupDrawPointUniforms();
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 setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
void setupDrawVertices(GLvoid* vertices);
void setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, GLvoid* lengthCoords,
float strokeWidth);
void finishDrawTexture();
void drawRegionRects(const Region& region);
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() {
mDirtyClip = true;
}
// 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;
// Shaders
SkiaShader* mShader;
// Color filters
SkiaColorFilter* mColorFilter;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Various caches
Caches& mCaches;
// Indentity matrix
const mat4 mIdentity;
// 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;
// Texture coordinates slot
int mTexCoordsSlot;
friend class DisplayListRenderer;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H
|