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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 <SkCanvas.h>
#include <SkColorFilter.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkXfermode.h>
#include <utils/Blur.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 "CanvasState.h"
#include "Debug.h"
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Renderer.h"
#include "Snapshot.h"
#include "UvMapper.h"
#include "Vertex.h"
#include "Caches.h"
#include "utils/PaintUtils.h"
class SkShader;
namespace android {
namespace uirenderer {
class DeferredDisplayState;
class RenderState;
class RenderNode;
class TextSetupFunctor;
class VertexBuffer;
struct DrawModifiers {
DrawModifiers()
: mOverrideLayerAlpha(0.0f) {}
void reset() {
mOverrideLayerAlpha = 0.0f;
}
float mOverrideLayerAlpha;
};
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
};
enum VertexBufferDisplayFlags {
kVertexBuffer_Offset = 0x1,
kVertexBuffer_ShadowInterp = 0x2,
};
/**
* 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,
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* OpenGL Renderer implementation.
*/
class OpenGLRenderer : public Renderer, public CanvasStateClient {
public:
OpenGLRenderer(RenderState& renderState);
virtual ~OpenGLRenderer();
void initProperties();
void initLight(const Vector3& lightCenter, float lightRadius,
uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
virtual void prepareDirty(float left, float top, float right, float bottom,
bool opaque) override;
virtual void prepare(bool opaque) override {
prepareDirty(0.0f, 0.0f, mState.getWidth(), mState.getHeight(), opaque);
}
virtual bool finish() override;
virtual void callDrawGLFunction(Functor* functor, Rect& dirty) override;
void pushLayerUpdate(Layer* layer);
void cancelLayerUpdate(Layer* layer);
void flushLayerUpdates();
void markLayersAsBuildLayers();
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags) override {
return saveLayer(left, top, right, bottom, paint, flags, nullptr);
}
// Specialized saveLayer implementation, which will pass the convexMask to an FBO layer, if
// created, which will in turn clip to that mask when drawn back/restored.
int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags, const SkPath* convexMask);
int saveLayerDeferred(float left, float top, float right, float bottom,
const SkPaint* paint, int flags);
virtual void drawRenderNode(RenderNode* displayList, Rect& dirty,
int32_t replayFlags = 1) override;
virtual void drawLayer(Layer* layer, float x, float y);
virtual void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) override;
void drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
virtual void drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) override;
virtual void drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) override;
void drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
virtual void drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) override;
void drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
float left, float top, float right, float bottom, const SkPaint* paint);
virtual void drawColor(int color, SkXfermode::Mode mode) override;
virtual void drawRect(float left, float top, float right, float bottom,
const SkPaint* paint) override;
virtual void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint) override;
virtual void drawCircle(float x, float y, float radius, const SkPaint* paint) override;
virtual void drawOval(float left, float top, float right, float bottom,
const SkPaint* paint) override;
virtual void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint) override;
virtual void drawPath(const SkPath* path, const SkPaint* paint) override;
virtual void drawLines(const float* points, int count, const SkPaint* paint) override;
virtual void drawPoints(const float* points, int count, const SkPaint* paint) override;
virtual void drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
float hOffset, float vOffset, const SkPaint* paint) override;
virtual void drawPosText(const char* text, int bytesCount, int count,
const float* positions, const SkPaint* paint) override;
virtual void 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) override;
virtual void drawRects(const float* rects, int count, const SkPaint* paint) override;
void drawShadow(float casterAlpha,
const VertexBuffer* ambientShadowVertexBuffer,
const VertexBuffer* spotShadowVertexBuffer);
virtual void setDrawFilter(SkDrawFilter* filter) override;
// If this value is set to < 1.0, it overrides alpha set on layer (see drawBitmap, drawLayer)
void setOverrideLayerAlpha(float alpha) { mDrawModifiers.mOverrideLayerAlpha = alpha; }
/**
* 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; }
bool isCurrentTransformSimple() {
return currentTransform()->isSimple();
}
Caches& getCaches() {
return mCaches;
}
int getViewportWidth() { return mState.getViewportWidth(); }
int getViewportHeight() { return mState.getViewportHeight(); }
/**
* Scales the alpha on the current snapshot. This alpha value will be modulated
* with other alpha values when drawing primitives.
*/
void scaleAlpha(float alpha) { mState.scaleAlpha(alpha); }
/**
* Inserts a named event marker in the stream of GL commands.
*/
void eventMark(const char* name) const;
/**
* Inserts a formatted event marker in the stream of GL commands.
*/
void eventMarkDEBUG(const char *fmt, ...) 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 PaintUtils::getXfermode(paint->getXfermode());
}
static inline int getAlphaDirect(const SkPaint* paint) {
if (!paint) return 255;
return paint->getAlpha();
}
struct TextShadow {
SkScalar radius;
float dx;
float dy;
SkColor color;
};
static inline bool getTextShadow(const SkPaint* paint, TextShadow* textShadow) {
SkDrawLooper::BlurShadowRec blur;
if (paint && paint->getLooper() && paint->getLooper()->asABlurShadow(&blur)) {
if (textShadow) {
textShadow->radius = Blur::convertSigmaToRadius(blur.fSigma);
textShadow->dx = blur.fOffset.fX;
textShadow->dy = blur.fOffset.fY;
textShadow->color = blur.fColor;
}
return true;
}
return false;
}
static inline bool hasTextShadow(const SkPaint* paint) {
return getTextShadow(paint, nullptr);
}
/**
* Build the best transform to use to rasterize text given a full
* transform matrix, and whether filteration is needed.
*
* Returns whether filtration is needed
*/
bool findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) 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();
mDirty = true;
}
#endif
const Vector3& getLightCenter() const { return mState.currentLightCenter(); }
float getLightRadius() const { return mLightRadius; }
uint8_t getAmbientShadowAlpha() const { return mAmbientShadowAlpha; }
uint8_t getSpotShadowAlpha() const { return mSpotShadowAlpha; }
///////////////////////////////////////////////////////////////////
/// State manipulation
virtual void setViewport(int width, int height) override { mState.setViewport(width, height); }
virtual int getSaveCount() const override;
virtual int save(int flags) override;
virtual void restore() override;
virtual void restoreToCount(int saveCount) override;
virtual void getMatrix(SkMatrix* outMatrix) const override { mState.getMatrix(outMatrix); }
virtual void setMatrix(const SkMatrix& matrix) override { mState.setMatrix(matrix); }
virtual void concatMatrix(const SkMatrix& matrix) override { mState.concatMatrix(matrix); }
virtual void translate(float dx, float dy, float dz = 0.0f) override;
virtual void rotate(float degrees) override;
virtual void scale(float sx, float sy) override;
virtual void skew(float sx, float sy) override;
void setMatrix(const Matrix4& matrix); // internal only convenience method
void concatMatrix(const Matrix4& matrix); // internal only convenience method
virtual const Rect& getLocalClipBounds() const override { return mState.getLocalClipBounds(); }
const Rect& getRenderTargetClipBounds() const { return mState.getRenderTargetClipBounds(); }
virtual bool quickRejectConservative(float left, float top,
float right, float bottom) const override {
return mState.quickRejectConservative(left, top, right, bottom);
}
virtual bool clipRect(float left, float top,
float right, float bottom, SkRegion::Op op) override;
virtual bool clipPath(const SkPath* path, SkRegion::Op op) override;
virtual bool clipRegion(const SkRegion* region, SkRegion::Op op) override;
/**
* Does not support different clipping Ops (that is, every call to setClippingOutline is
* effectively using SkRegion::kReplaceOp)
*
* The clipping outline is independent from the regular clip.
*/
void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
void setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority = true);
inline bool hasRectToRectTransform() const { return mState.hasRectToRectTransform(); }
inline const mat4* currentTransform() const { return mState.currentTransform(); }
///////////////////////////////////////////////////////////////////
/// CanvasStateClient interface
virtual void onViewportInitialized() override;
virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
virtual GLuint onGetTargetFbo() const override { return 0; }
SkPath* allocPathForFrame() {
std::unique_ptr<SkPath> path(new SkPath());
SkPath* returnPath = path.get();
mTempPaths.push_back(std::move(path));
return returnPath;
}
protected:
/**
* 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.)
*/
void startFrame();
/**
* Clears the underlying surface if needed.
*/
virtual void 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);
/**
* Draw a rectangle list. Currently only used for the the stencil buffer so that the stencil
* will have a value of 'n' in every unclipped pixel, where 'n' is the number of rectangles
* in the list.
*/
void drawRectangleList(const RectangleList& rectangleList);
bool quickRejectSetupScissor(float left, float top, float right, float bottom,
const SkPaint* paint = nullptr);
bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = nullptr) {
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 mState.currentRegion();
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() const {
return (mState.currentFlags() & Snapshot::kFlagFboTarget) && mState.currentRegion();
}
/**
* 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() : nullptr;
}
/**
* Safely retrieves the Shader from the given Paint. If the paint is
* null then null is returned.
*/
static inline const SkShader* getShader(const SkPaint* paint) {
return paint ? paint->getShader() : nullptr;
}
/**
* Set to true to suppress error checks at the end of a frame.
*/
virtual bool suppressErrorChecks() const {
return false;
}
inline RenderState& renderState() { return mRenderState; }
CanvasState mState;
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, bool expand = 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, bool expand = false);
/**
* Tells the GPU that we are done drawing the frame or that we
* are switching to another render target.
*/
void endTiling();
/**
* 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 mask A mask to use when drawing the layer back, may be empty
*
* @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, const SkPath* convexMask);
/**
* 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
*/
void 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
*/
void 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 flags flags with which to draw
*/
void drawVertexBuffer(float translateX, float translateY, const VertexBuffer& vertexBuffer,
const SkPaint* paint, int flags = 0);
/**
* Convenience for translating method
*/
void drawVertexBuffer(const VertexBuffer& vertexBuffer,
const SkPaint* paint, int flags = 0) {
drawVertexBuffer(0.0f, 0.0f, vertexBuffer, paint, flags);
}
/**
* 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
*/
void 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 setupDrawVertexAlpha(bool useShadowAlphaInterp);
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(const SkShader* shader);
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(bool hasShader);
void setupDrawPureColorUniforms();
/**
* Setup uniforms for the current shader.
*
* @param shader SkShader on the current paint.
*
* @param ignoreTransform Set to true to ignore the transform in shader.
*/
void setupDrawShaderUniforms(const SkShader* shader, 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 = nullptr, 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() { mState.setDirtyClip(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);
bool reportAndClearDirty() { bool ret = mDirty; mDirty = false; return ret; }
inline Snapshot* writableSnapshot() { return mState.writableSnapshot(); }
inline const Snapshot* currentSnapshot() const { return mState.currentSnapshot(); }
/**
* 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, mModelViewMatrix will reflect an x/y offset,
* e.g. the offset in drawLayer(). If generated with kModelViewMode_TranslateAndScale,
* mModelViewMatrix 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 mModelViewMatrix;
// 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;
RenderState& mRenderState;
// List of rectangles to clear after saveLayer() is invoked
std::vector<Rect> mLayers;
// List of layers to update at the beginning of a frame
Vector< sp<Layer> > 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;
bool mFirstFrameAfterResize;
bool mSkipOutlineClip;
// True if anything has been drawn since the last call to
// reportAndClearDirty()
bool mDirty;
// Lighting + shadows
Vector3 mLightCenter;
float mLightRadius;
uint8_t mAmbientShadowAlpha;
uint8_t mSpotShadowAlpha;
// Paths kept alive for the duration of the frame
std::vector<std::unique_ptr<SkPath>> mTempPaths;
friend class Layer;
friend class TextSetupFunctor;
friend class DrawBitmapOp;
friend class DrawPatchOp;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H