android_frameworks_base/libs/hwui/OpenGLRenderer.h
Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

513 lines
19 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_OPENGL_RENDERER_H
#define ANDROID_HWUI_OPENGL_RENDERER_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkBitmap.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkShader.h>
#include <SkXfermode.h>
#include <utils/RefBase.h>
#include <utils/Vector.h>
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "Vertex.h"
#include "SkiaShader.h"
#include "SkiaColorFilter.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#define DEBUG_OPENGL 1
// If turned on, layers drawn inside FBOs are optimized with regions
#define RENDER_LAYERS_AS_REGIONS 0
#define DEBUG_LAYERS_AS_REGIONS 0
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DisplayListRenderer;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
OpenGLRenderer();
virtual ~OpenGLRenderer();
virtual void setViewport(int width, int height);
virtual void prepare(bool opaque);
virtual void finish();
virtual void acquireContext();
virtual void releaseContext();
int getSaveCount() const;
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
const float* getMatrix() const;
void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
const Rect& getClipBounds();
bool quickReject(float left, float top, float right, float bottom);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawColor(int color, SkXfermode::Mode mode);
virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawPath(SkPath* path, SkPaint* paint);
virtual void drawLines(float* points, int count, SkPaint* paint);
virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
protected:
/**
* Compose the layer defined in the current snapshot with the layer
* defined by the previous snapshot.
*
* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
*
* @param curent The current snapshot containing the layer to compose
* @param previous The previous snapshot to compose the current layer with
*/
virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
private:
/**
* Saves the current state of the renderer as a new snapshot.
* The new snapshot is saved in mSnapshot and the previous snapshot
* is linked from mSnapshot->previous.
*
* @param flags The save flags; see SkCanvas for more information
*
* @return The new save count. This value can be passed to #restoreToCount()
*/
int saveSnapshot(int flags);
/**
* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
*
* @return True if the clip was modified.
*/
bool restoreSnapshot();
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* Creates a new layer stored in the specified snapshot.
*
* @param snapshot The snapshot associated with the new layer
* @param left The left coordinate of the layer
* @param top The top coordinate of the layer
* @param right The right coordinate of the layer
* @param bottom The bottom coordinate of the layer
* @param alpha The translucency of the layer
* @param mode The blending mode of the layer
* @param flags The layer save flags
* @param previousFbo The name of the current framebuffer
*
* @return True if the layer was successfully created, false otherwise
*/
bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
/**
* Creates a new layer stored in the specified snapshot as an FBO.
*
* @param layer The layer to store as an FBO
* @param snapshot The snapshot associated with the new layer
* @param bounds The bounds of the layer
* @param previousFbo The name of the current framebuffer
*/
bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
GLuint previousFbo);
/**
* Compose the specified layer as a region.
*
* @param layer The layer to compose
* @param rect The layer's bounds
*/
void composeLayerRegion(Layer* layer, const Rect& rect);
/**
* Compose the specified layer as a simple rectangle.
*
* @param layer The layer to compose
* @param rect The layer's bounds
* @param swap If true, the source and destination are swapped
*/
void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
/**
* Clears all the regions corresponding to the current list of layers.
* This method MUST be invoked before any drawing operation.
*/
void clearLayerRegions();
/**
* Draws a colored rectangle with the specified color. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param color The rectangle's ARGB color, defined as a packed 32 bits word
* @param mode The Skia xfermode to use
* @param ignoreTransform True if the current transform should be ignored
* @param ignoreBlending True if the blending is set by the caller
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform = false);
/**
* Setups shaders to draw a colored rect.
*/
void setupColorRect(float left, float top, float right, float bottom,
float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
*/
void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture to use
* @param paint The paint containing the alpha, blending mode, etc.
*/
void drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, SkPaint* paint);
/**
* Draws a textured mesh with the specified texture. If the indices are omitted,
* the mesh is drawn as a simple quad. The mesh pointers become offsets when a
* VBO is bound.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
* @param vertices The vertices that define the mesh
* @param texCoords The texture coordinates of each vertex
* @param elementsCount The number of elements in the mesh, required by indices
* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
* @param ignoreTransform True if the current transform should be ignored
* @param vbo The VBO used to draw the mesh
* @param ignoreScale True if the model view matrix should not be scaled
* @param dirty True if calling this method should dirty the current layer
*/
void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
bool ignoreScale = false, bool dirty = true);
/**
* Prepares the renderer to draw the specified shadow. The active texture
* unit must be 0 and the other units must be unbound.
*
* @param texture The shadow texture
* @param x The x coordinate of the shadow
* @param y The y coordinate of the shadow
* @param mode The blending mode
* @param alpha The alpha value
*/
void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
float alpha);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
bool applyFilters);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param width The width of the texture
* @param height The height of the texture
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
SkXfermode::Mode mode, bool transforms, bool applyFilters);
/**
* Same as above setupTextureAlpha8() but specifies the mesh's vertices
* and texCoords pointers. The pointers become offsets when a VBO is bound.
*/
void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
SkXfermode::Mode mode, bool transforms, bool applyFilters,
GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);
/**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
* @param bytesCount The number of bytes in the text
* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
* @param x The x coordinate where the text will be drawn
* @param y The y coordinate where the text will be drawn
* @param paint The paint to draw the text with
*/
void drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, SkPaint* paint);
/**
* Resets the texture coordinates stored in mMeshVertices. Setting the values
* back to default is achieved by calling:
*
* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
*
* @param u1 The left coordinate of the texture
* @param v1 The bottom coordinate of the texture
* @param u2 The right coordinate of the texture
* @param v2 The top coordinate of the texture
*/
void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER.
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
/**
* Binds the specified texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindTexture(GLuint texture) {
glBindTexture(GL_TEXTURE_2D, texture);
}
/**
* Sets the wrap modes for the specified texture. The wrap modes are modified
* only when needed.
*/
inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT);
/**
* Enable or disable blending as necessary. This function sets the appropriate
* blend function based on the specified xfermode.
*/
inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
bool swapSrcDst = false);
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
inline SkXfermode::Mode getXfermode(SkXfermode* mode);
/**
* Use the specified program with the current GL context. If the program is already
* in use, it will not be bound again. If it is not in use, the current program is
* marked unused and the specified program becomes used and becomes the new
* current program.
*
* @param program The program to use
*
* @return true If the specified program was already in use, false otherwise.
*/
inline bool useProgram(Program* program);
/**
* Invoked before any drawing operation. This sets required state.
*/
void setupDraw();
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() {
mDirtyClip = true;
}
/**
* 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);
// Dimensions of the drawing surface
int mWidth, mHeight;
// Matrix used for ortho projection in shaders
mat4 mOrthoMatrix;
// Model-view matrix used to position/size objects
mat4 mModelView;
// Number of saved states
int mSaveCount;
// Base state
sp<Snapshot> mFirstSnapshot;
// Current state
sp<Snapshot> mSnapshot;
// Shaders
SkiaShader* mShader;
// Color filters
SkiaColorFilter* mColorFilter;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Various caches
Caches& mCaches;
// List of rectangles to clear due to calls to saveLayer()
Vector<Rect*> mLayers;
// Indentity matrix
const mat4 mIdentity;
// Indicates whether the clip must be restored
bool mDirtyClip;
friend class DisplayListRenderer;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H