summaryrefslogtreecommitdiffstats
path: root/libs/hwui/OpenGLRenderer.h
blob: b7615fe593752269ec07f4050e968cd38cfc0d18 (plain)
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
/*
 * 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_UI_OPENGL_RENDERER_H
#define ANDROID_UI_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/RefBase.h>
#include <utils/Vector.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 {

///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////

// Debug
#define DEBUG_OPENGL 1

///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////

class DisplayListRenderer;

/**
 * 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);

    virtual void prepare(bool opaque);
    virtual void finish();

    virtual void acquireContext();
    virtual void releaseContext();

    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);

    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 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 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 drawPath(SkPath* path, SkPaint* paint);
    virtual void drawLines(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);

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);

    /**
     * Clears all the regions corresponding to the current list of layers.
     * This method MUST be invoked before any drawing operation.
     */
    void clearLayerRegions();

    /**
     * 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
     * @paran 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);

    /**
     * Setups shaders to draw a colored rect.
     */
    void setupColorRect(float left, float top, float right, float bottom,
            float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform);

    /**
     * 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,
            const 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
     */
    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);

    /**
     * Prepares the renderer to draw the specified shadow.
     *
     * @param texture The shadow texture
     * @param x The x coordinate of the shadow
     * @param y The y coordinate of the shadow
     * @param mode The blending mode
     * @param alpha The alpha value
     */
    void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
            float alpha);

    /**
     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
     *
     * @param texture The texture to render with
     * @param textureUnit The texture unit to use, may be modified
     * @param x The x coordinate of the rectangle to draw
     * @param y The y coordinate of the rectangle to draw
     * @param r The red component of the color
     * @param g The green component of the color
     * @param b The blue component of the color
     * @param a The alpha component of the color
     * @param mode The blending mode
     * @param transforms True if the matrix passed to the shader should be multiplied
     *        by the model-view matrix
     * @param applyFilters Whether or not to take color filters and
     *        shaders into account
     */
    void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
            float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
            bool applyFilters);

    /**
     * Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
     *
     * @param texture The texture to render with
     * @param width The width of the texture
     * @param height The height of the texture
     * @param textureUnit The texture unit to use, may be modified
     * @param x The x coordinate of the rectangle to draw
     * @param y The y coordinate of the rectangle to draw
     * @param r The red component of the color
     * @param g The green component of the color
     * @param b The blue component of the color
     * @param a The alpha component of the color
     * @param mode The blending mode
     * @param transforms True if the matrix passed to the shader should be multiplied
     *        by the model-view matrix
     * @param applyFilters Whether or not to take color filters and
     *        shaders into account
     */
    void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
            GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
            SkXfermode::Mode mode, bool transforms, bool applyFilters);

    /**
     * Same as above setupTextureAlpha8() but specifies the mesh's vertices
     * and texCoords pointers. The pointers become offsets when a VBO is bound.
     */
    void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
            GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
            SkXfermode::Mode mode, bool transforms, bool applyFilters,
            GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);

    /**
     * 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);

    /**
     * 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 with the specified wrap modes.
     */
    inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0);

    /**
     * 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);

    // 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];

    // GL extensions
    Extensions mExtensions;

    // Drop shadow
    bool mHasShadow;
    float mShadowRadius;
    float mShadowDx;
    float mShadowDy;
    int mShadowColor;

    // Various caches
    Caches& mCaches;

    // List of rectangles to clear due to calls to saveLayer()
    Vector<Rect*> mLayers;

    // Misc
    GLint mMaxTextureSize;

    // Indentity matrix
    const mat4 mIdentity;

    friend class DisplayListRenderer;

}; // class OpenGLRenderer

}; // namespace uirenderer
}; // namespace android

#endif // ANDROID_UI_OPENGL_RENDERER_H