05f3d6e511
Tessellate and cache (where possible) shadow and round rect tessellation tasks. Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
1027 lines
38 KiB
C++
1027 lines
38 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_OPENGL_RENDERER_H
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#define ANDROID_HWUI_OPENGL_RENDERER_H
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkBitmap.h>
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#include <SkCanvas.h>
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#include <SkColorFilter.h>
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#include <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkRegion.h>
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#include <SkXfermode.h>
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#include <utils/Blur.h>
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#include <utils/Functor.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.h>
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#include <utils/Vector.h>
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#include <cutils/compiler.h>
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#include <androidfw/ResourceTypes.h>
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#include "Debug.h"
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#include "Extensions.h"
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#include "Matrix.h"
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#include "Program.h"
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#include "Rect.h"
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#include "Renderer.h"
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#include "Snapshot.h"
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#include "StatefulBaseRenderer.h"
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#include "UvMapper.h"
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#include "Vertex.h"
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#include "Caches.h"
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#include "CanvasProperty.h"
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class SkShader;
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namespace android {
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namespace uirenderer {
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class DeferredDisplayState;
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class RenderNode;
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class TextSetupFunctor;
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class VertexBuffer;
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struct DrawModifiers {
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DrawModifiers() {
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reset();
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}
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void reset() {
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memset(this, 0, sizeof(DrawModifiers));
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}
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float mOverrideLayerAlpha;
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// Draw filters
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bool mHasDrawFilter;
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int mPaintFilterClearBits;
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int mPaintFilterSetBits;
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};
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enum StateDeferFlags {
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kStateDeferFlag_Draw = 0x1,
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kStateDeferFlag_Clip = 0x2
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};
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enum ClipSideFlags {
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kClipSide_None = 0x0,
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kClipSide_Left = 0x1,
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kClipSide_Top = 0x2,
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kClipSide_Right = 0x4,
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kClipSide_Bottom = 0x8,
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kClipSide_Full = 0xF,
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kClipSide_ConservativeFull = 0x1F
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};
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/**
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* Defines additional transformation that should be applied by the model view matrix, beyond that of
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* the currentTransform()
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*/
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enum ModelViewMode {
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/**
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* Used when the model view should simply translate geometry passed to the shader. The resulting
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* matrix will be a simple translation.
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*/
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kModelViewMode_Translate = 0,
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/**
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* Used when the model view should translate and scale geometry. The resulting matrix will be a
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* translation + scale. This is frequently used together with VBO 0, the (0,0,1,1) rect.
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*/
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kModelViewMode_TranslateAndScale = 1,
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};
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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/**
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* OpenGL Renderer implementation.
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*/
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class OpenGLRenderer : public StatefulBaseRenderer {
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public:
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ANDROID_API OpenGLRenderer();
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virtual ~OpenGLRenderer();
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ANDROID_API void initProperties();
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virtual void onViewportInitialized();
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virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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virtual void interrupt();
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virtual void resume();
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ANDROID_API void setCountOverdrawEnabled(bool enabled) {
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mCountOverdraw = enabled;
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}
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ANDROID_API float getOverdraw() {
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return mCountOverdraw ? mOverdraw : 0.0f;
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}
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virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
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ANDROID_API void pushLayerUpdate(Layer* layer);
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ANDROID_API void cancelLayerUpdate(Layer* layer);
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ANDROID_API void clearLayerUpdates();
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ANDROID_API void flushLayerUpdates();
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ANDROID_API virtual int saveLayer(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags) {
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return saveLayer(left, top, right, bottom, paint, flags, NULL);
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}
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// Specialized saveLayer implementation, which will pass the convexMask to an FBO layer, if
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// created, which will in turn clip to that mask when drawn back/restored.
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int saveLayer(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags, const SkPath* convexMask);
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int saveLayerDeferred(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags);
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virtual status_t drawDisplayList(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1);
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virtual status_t drawLayer(Layer* layer, float x, float y);
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virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top,
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const SkPaint* paint);
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status_t drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
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TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
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virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
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const SkPaint* paint);
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virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
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float srcRight, float srcBottom, float dstLeft, float dstTop,
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float dstRight, float dstBottom, const SkPaint* paint);
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virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top,
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const SkPaint* paint);
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virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
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const float* vertices, const int* colors, const SkPaint* paint);
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status_t drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
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TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
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virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
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float left, float top, float right, float bottom, const SkPaint* paint);
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status_t drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
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float left, float top, float right, float bottom, const SkPaint* paint);
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virtual status_t drawColor(int color, SkXfermode::Mode mode);
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virtual status_t drawRect(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, const SkPaint* paint);
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virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
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virtual status_t drawCircle(CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
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CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint) {
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// TODO: Remove once android_view_GLES20Canvas uses DisplayListRenderer
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// directly
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return drawCircle(x->value, y->value, radius->value, &paint->value);
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}
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virtual status_t drawOval(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawArc(float left, float top, float right, float bottom,
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float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
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virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
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virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
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virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
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virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
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float hOffset, float vOffset, const SkPaint* paint);
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virtual status_t drawPosText(const char* text, int bytesCount, int count,
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const float* positions, const SkPaint* paint);
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virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
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const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
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DrawOpMode drawOpMode = kDrawOpMode_Immediate);
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virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
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status_t drawShadow(float casterAlpha,
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const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer);
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virtual void resetPaintFilter();
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virtual void setupPaintFilter(int clearBits, int setBits);
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// If this value is set to < 1.0, it overrides alpha set on layer (see drawBitmap, drawLayer)
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void setOverrideLayerAlpha(float alpha) { mDrawModifiers.mOverrideLayerAlpha = alpha; }
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const SkPaint* filterPaint(const SkPaint* paint);
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/**
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* Store the current display state (most importantly, the current clip and transform), and
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* additionally map the state's bounds from local to window coordinates.
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*
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* Returns true if quick-rejected
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*/
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bool storeDisplayState(DeferredDisplayState& state, int stateDeferFlags);
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void restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore = false);
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void setupMergedMultiDraw(const Rect* clipRect);
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const DrawModifiers& getDrawModifiers() { return mDrawModifiers; }
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void setDrawModifiers(const DrawModifiers& drawModifiers) { mDrawModifiers = drawModifiers; }
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ANDROID_API bool isCurrentTransformSimple() {
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return currentTransform()->isSimple();
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}
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Caches& getCaches() {
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return mCaches;
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}
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// simple rect clip
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bool isCurrentClipSimple() {
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return mSnapshot->clipRegion->isEmpty();
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}
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int getViewportWidth() { return currentSnapshot()->getViewportWidth(); }
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int getViewportHeight() { return currentSnapshot()->getViewportHeight(); }
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/**
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* Scales the alpha on the current snapshot. This alpha value will be modulated
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* with other alpha values when drawing primitives.
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*/
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void scaleAlpha(float alpha) {
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mSnapshot->alpha *= alpha;
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}
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/**
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* Inserts a named event marker in the stream of GL commands.
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*/
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void eventMark(const char* name) const;
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/**
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* Inserts a named group marker in the stream of GL commands. This marker
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* can be used by tools to group commands into logical groups. A call to
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* this method must always be followed later on by a call to endMark().
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*/
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void startMark(const char* name) const;
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/**
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* Closes the last group marker opened by startMark().
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*/
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void endMark() const;
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/**
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* Gets the alpha and xfermode out of a paint object. If the paint is null
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* alpha will be 255 and the xfermode will be SRC_OVER. This method does
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* not multiply the paint's alpha by the current snapshot's alpha, and does
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* not replace the alpha with the overrideLayerAlpha
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*
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* @param paint The paint to extract values from
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* @param alpha Where to store the resulting alpha
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* @param mode Where to store the resulting xfermode
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*/
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static inline void getAlphaAndModeDirect(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
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*mode = getXfermodeDirect(paint);
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*alpha = getAlphaDirect(paint);
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}
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static inline SkXfermode::Mode getXfermodeDirect(const SkPaint* paint) {
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if (!paint) return SkXfermode::kSrcOver_Mode;
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return getXfermode(paint->getXfermode());
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}
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static inline int getAlphaDirect(const SkPaint* paint) {
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if (!paint) return 255;
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return paint->getAlpha();
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}
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struct TextShadow {
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SkScalar radius;
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float dx;
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float dy;
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SkColor color;
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};
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static inline bool getTextShadow(const SkPaint* paint, TextShadow* textShadow) {
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SkDrawLooper::BlurShadowRec blur;
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if (paint && paint->getLooper() && paint->getLooper()->asABlurShadow(&blur)) {
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if (textShadow) {
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textShadow->radius = Blur::convertSigmaToRadius(blur.fSigma);
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textShadow->dx = blur.fOffset.fX;
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textShadow->dy = blur.fOffset.fY;
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textShadow->color = blur.fColor;
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}
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return true;
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}
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return false;
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}
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static inline bool hasTextShadow(const SkPaint* paint) {
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return getTextShadow(paint, NULL);
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}
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/**
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* Return the best transform to use to rasterize text given a full
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* transform matrix.
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*/
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mat4 findBestFontTransform(const mat4& transform) const;
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#if DEBUG_MERGE_BEHAVIOR
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void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) {
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mCaches.setScissorEnabled(false);
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// should only be called outside of other draw ops, so stencil can only be in test state
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bool stencilWasEnabled = mCaches.stencil.isTestEnabled();
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mCaches.stencil.disable();
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drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true);
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if (stencilWasEnabled) mCaches.stencil.enableTest();
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}
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#endif
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const Vector3& getLightCenter() const { return mLightCenter; }
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float getLightRadius() const { return mLightRadius; }
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protected:
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/**
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* Perform the setup specific to a frame. This method does not
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* issue any OpenGL commands.
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*/
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void setupFrameState(float left, float top, float right, float bottom, bool opaque);
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/**
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* Indicates the start of rendering. This method will setup the
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* initial OpenGL state (viewport, clearing the buffer, etc.)
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*/
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status_t startFrame();
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/**
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* Clears the underlying surface if needed.
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*/
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virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
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/**
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* Call this method after updating a layer during a drawing pass.
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*/
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void resumeAfterLayer();
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/**
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* This method is called whenever a stencil buffer is required. Subclasses
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* should override this method and call attachStencilBufferToLayer() on the
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* appropriate layer(s).
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*/
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virtual void ensureStencilBuffer();
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/**
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* Obtains a stencil render buffer (allocating it if necessary) and
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* attaches it to the specified layer.
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*/
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void attachStencilBufferToLayer(Layer* layer);
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bool quickRejectSetupScissor(float left, float top, float right, float bottom,
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const SkPaint* paint = NULL);
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bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = NULL) {
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return quickRejectSetupScissor(bounds.left, bounds.top,
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bounds.right, bounds.bottom, paint);
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}
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/**
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* Compose the layer defined in the current snapshot with the layer
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* defined by the previous snapshot.
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*
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* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
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*
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* @param curent The current snapshot containing the layer to compose
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* @param previous The previous snapshot to compose the current layer with
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*/
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virtual void composeLayer(const Snapshot& current, const Snapshot& previous);
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/**
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* Marks the specified region as dirty at the specified bounds.
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*/
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void dirtyLayerUnchecked(Rect& bounds, Region* region);
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/**
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* Returns the region of the current layer.
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*/
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virtual Region* getRegion() const {
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return mSnapshot->region;
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}
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/**
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* Indicates whether rendering is currently targeted at a layer.
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*/
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virtual bool hasLayer() const {
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return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
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}
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/**
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* Returns the name of the FBO this renderer is rendering into.
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*/
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virtual GLuint getTargetFbo() const {
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return 0;
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}
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/**
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* Renders the specified layer as a textured quad.
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*
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* @param layer The layer to render
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* @param rect The bounds of the layer
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*/
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void drawTextureLayer(Layer* layer, const Rect& rect);
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/**
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* Gets the alpha and xfermode out of a paint object. If the paint is null
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* alpha will be 255 and the xfermode will be SRC_OVER. Accounts for both
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* snapshot alpha, and overrideLayerAlpha
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*
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* @param paint The paint to extract values from
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* @param alpha Where to store the resulting alpha
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* @param mode Where to store the resulting xfermode
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*/
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inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const;
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/**
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* Gets the alpha from a layer, accounting for snapshot alpha and overrideLayerAlpha
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*
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* @param layer The layer from which the alpha is extracted
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*/
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inline float getLayerAlpha(const Layer* layer) const;
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/**
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* Safely retrieves the ColorFilter from the given Paint. If the paint is
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* null then null is returned.
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*/
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static inline SkColorFilter* getColorFilter(const SkPaint* paint) {
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return paint ? paint->getColorFilter() : NULL;
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}
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/**
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* Safely retrieves the Shader from the given Paint. If the paint is
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* null then null is returned.
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*/
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static inline const SkShader* getShader(const SkPaint* paint) {
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return paint ? paint->getShader() : NULL;
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}
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/**
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* Set to true to suppress error checks at the end of a frame.
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*/
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virtual bool suppressErrorChecks() const {
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return false;
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}
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private:
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/**
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* Discards the content of the framebuffer if supported by the driver.
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* This method should be called at the beginning of a frame to optimize
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* rendering on some tiler architectures.
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*/
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void discardFramebuffer(float left, float top, float right, float bottom);
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/**
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* Ensures the state of the renderer is the same as the state of
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* the GL context.
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*/
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void syncState();
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/**
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* Tells the GPU what part of the screen is about to be redrawn.
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* This method will use the current layer space clip rect.
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* This method needs to be invoked every time getTargetFbo() is
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* bound again.
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*/
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void startTilingCurrentClip(bool opaque = false);
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/**
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* Tells the GPU what part of the screen is about to be redrawn.
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* This method needs to be invoked every time getTargetFbo() is
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* bound again.
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*/
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void startTiling(const Rect& clip, int windowHeight, bool opaque = false);
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/**
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* Tells the GPU that we are done drawing the frame or that we
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* are switching to another render target.
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*/
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void endTiling();
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|
|
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
|
|
* @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
|
|
*/
|
|
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(float translateX, float translateY, const VertexBuffer& vertexBuffer,
|
|
const SkPaint* paint, bool useOffset = false);
|
|
|
|
/**
|
|
* Convenience for translating method
|
|
*/
|
|
status_t drawVertexBuffer(const VertexBuffer& vertexBuffer,
|
|
const SkPaint* paint, bool useOffset = false) {
|
|
return drawVertexBuffer(0.0f, 0.0f, vertexBuffer, paint, useOffset);
|
|
}
|
|
|
|
/**
|
|
* 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(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 = 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);
|
|
|
|
/**
|
|
* 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;
|
|
|
|
// List of rectangles to clear after saveLayer() is invoked
|
|
Vector<Rect*> mLayers;
|
|
// List of layers to update at the beginning of a frame
|
|
Vector<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;
|
|
|
|
// If true, this renderer will setup drawing to emulate
|
|
// an increment stencil buffer in the color buffer
|
|
bool mCountOverdraw;
|
|
float mOverdraw;
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bool mSkipOutlineClip;
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friend class DisplayListRenderer;
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friend class Layer;
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friend class TextSetupFunctor;
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friend class DrawBitmapOp;
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friend class DrawPatchOp;
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}; // class OpenGLRenderer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_OPENGL_RENDERER_H
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