Leon Scroggins III 0fa2bd699a DO NOT MERGE Inspect SkShader to determine hw shader.
cherry-pick of Iaa7189178bda1c55f96da044d2a9fa602ba36034

Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.

core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.

core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.

graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.

libs/hwui/Caches.h:
Include Extensions.h.

libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.

libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.

libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.

libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.

libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.

libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

BUG:10650594
Change-Id: I2e7182b3fc28268e7ca82fac6780540b6b45365c
2014-05-23 11:50:38 -04:00

247 lines
9.7 KiB
C++

/*
* Copyright (C) 2013 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_RENDERER_H
#define ANDROID_HWUI_RENDERER_H
#include <SkRegion.h>
#include <utils/String8.h>
#include "AssetAtlas.h"
#include "SkPaint.h"
namespace android {
class Functor;
struct Res_png_9patch;
namespace uirenderer {
class RenderNode;
class Layer;
class Matrix4;
class SkiaColorFilter;
class Patch;
enum DrawOpMode {
kDrawOpMode_Immediate,
kDrawOpMode_Defer,
kDrawOpMode_Flush
};
/**
* Hwui's abstract version of Canvas.
*
* Provides methods for frame state operations, as well as the SkCanvas style transform/clip state,
* and varied drawing operations.
*
* Should at some point interact with native SkCanvas.
*/
class ANDROID_API Renderer {
public:
virtual ~Renderer() {}
/**
* Indicates whether this renderer is recording drawing commands for later playback.
* If this method returns true, the drawing commands are deferred.
*/
virtual bool isRecording() const {
return false;
}
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
static inline SkXfermode::Mode getXfermode(SkXfermode* mode) {
SkXfermode::Mode resultMode;
if (!SkXfermode::AsMode(mode, &resultMode)) {
resultMode = SkXfermode::kSrcOver_Mode;
}
return resultMode;
}
// ----------------------------------------------------------------------------
// Frame state operations
// ----------------------------------------------------------------------------
/**
* Sets the dimension of the underlying drawing surface. This method must
* be called at least once every time the drawing surface changes size.
*
* @param width The width in pixels of the underlysing surface
* @param height The height in pixels of the underlysing surface
*/
virtual void setViewport(int width, int height) = 0;
/**
* Sets the position and size of the spot shadow casting light.
*
* @param lightCenter The light's Y position, relative to the render target's top left
* @param lightRadius The light's radius
*/
virtual void initializeLight(const Vector3& lightCenter, float lightRadius) = 0;
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. When this method is invoked, the
* entire drawing surface is assumed to be redrawn.
*
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared
*/
virtual status_t prepare(bool opaque) = 0;
/**
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. Only the specified rectangle of the
* frame is assumed to be dirty. A clip will automatically be set to
* the specified rectangle.
*
* @param left The left coordinate of the dirty rectangle
* @param top The top coordinate of the dirty rectangle
* @param right The right coordinate of the dirty rectangle
* @param bottom The bottom coordinate of the dirty rectangle
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared in the specified dirty rectangle
*/
virtual status_t prepareDirty(float left, float top, float right, float bottom,
bool opaque) = 0;
/**
* Indicates the end of a frame. This method must be invoked whenever
* the caller is done rendering a frame.
*/
virtual void finish() = 0;
/**
* This method must be invoked before handing control over to a draw functor.
* See callDrawGLFunction() for instance.
*
* This command must not be recorded inside display lists.
*/
virtual void interrupt() = 0;
/**
* This method must be invoked after getting control back from a draw functor.
*
* This command must not be recorded inside display lists.
*/
virtual void resume() = 0;
// ----------------------------------------------------------------------------
// Canvas state operations
// ----------------------------------------------------------------------------
// Save (layer)
virtual int getSaveCount() const = 0;
virtual int save(int flags) = 0;
virtual void restore() = 0;
virtual void restoreToCount(int saveCount) = 0;
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags) = 0;
int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
SkPaint paint;
paint.setAlpha(alpha);
return saveLayer(left, top, right, bottom, &paint, flags);
}
// Matrix
virtual void getMatrix(SkMatrix* outMatrix) const = 0;
virtual void translate(float dx, float dy, float dz = 0.0f) = 0;
virtual void rotate(float degrees) = 0;
virtual void scale(float sx, float sy) = 0;
virtual void skew(float sx, float sy) = 0;
virtual void setMatrix(const SkMatrix* matrix) = 0;
virtual void concatMatrix(const SkMatrix* matrix) = 0;
// clip
virtual const Rect& getLocalClipBounds() const = 0;
virtual bool quickRejectConservative(float left, float top,
float right, float bottom) const = 0;
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op) = 0;
virtual bool clipPath(const SkPath* path, SkRegion::Op op) = 0;
virtual bool clipRegion(const SkRegion* region, SkRegion::Op op) = 0;
// Misc - should be implemented with SkPaint inspection
virtual void resetPaintFilter() = 0;
virtual void setupPaintFilter(int clearBits, int setBits) = 0;
// ----------------------------------------------------------------------------
// Canvas draw operations
// ----------------------------------------------------------------------------
virtual status_t drawColor(int color, SkXfermode::Mode mode) = 0;
// Bitmap-based
virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) = 0;
virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
const SkPaint* paint) = 0;
virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) = 0;
virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) = 0;
virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) = 0;
virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) = 0;
// Shapes
virtual status_t drawRect(float left, float top, float right, float bottom,
const SkPaint* paint) = 0;
virtual status_t drawRects(const float* rects, int count, const SkPaint* paint) = 0;
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint) = 0;
virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint) = 0;
virtual status_t drawOval(float left, float top, float right, float bottom,
const SkPaint* paint) = 0;
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint) = 0;
virtual status_t drawPath(const SkPath* path, const SkPaint* paint) = 0;
virtual status_t drawLines(const float* points, int count, const SkPaint* paint) = 0;
virtual status_t drawPoints(const float* points, int count, const SkPaint* paint) = 0;
// Text
virtual status_t 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) = 0;
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
float hOffset, float vOffset, const SkPaint* paint) = 0;
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, const SkPaint* paint) = 0;
// ----------------------------------------------------------------------------
// Canvas draw operations - special
// ----------------------------------------------------------------------------
virtual status_t drawLayer(Layer* layer, float x, float y) = 0;
virtual status_t drawDisplayList(RenderNode* displayList, Rect& dirty,
int32_t replayFlags) = 0;
// TODO: rename for consistency
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty) = 0;
}; // class Renderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_RENDERER_H