e8c3c813b0
Change-Id: I943eae4e9408c77bdfba6304ba7ee3e862351a41
786 lines
28 KiB
C++
Executable File
786 lines
28 KiB
C++
Executable File
/*
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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 "CanvasState.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 "Snapshot.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 "utils/PaintUtils.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 <SkDrawLooper.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 <cutils/compiler.h>
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#include <androidfw/ResourceTypes.h>
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#include <vector>
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class SkShader;
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namespace android {
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namespace uirenderer {
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enum class DrawOpMode {
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kImmediate,
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kDefer,
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kFlush
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};
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class DeferredDisplayState;
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struct Glop;
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class RenderState;
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class RenderNode;
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class TextDrawFunctor;
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class VertexBuffer;
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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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enum VertexBufferDisplayFlags {
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kVertexBuffer_Offset = 0x1,
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kVertexBuffer_ShadowInterp = 0x2,
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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 CanvasStateClient {
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public:
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OpenGLRenderer(RenderState& renderState);
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virtual ~OpenGLRenderer();
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void initProperties();
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void initLight(float lightRadius, uint8_t ambientShadowAlpha,
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uint8_t spotShadowAlpha);
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void setLightCenter(const Vector3& lightCenter);
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/*
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* Prepares the renderer to draw a frame. This method must be invoked
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* at the beginning of each frame. Only the specified rectangle of the
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* frame is assumed to be dirty. A clip will automatically be set to
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* the specified rectangle.
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*
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* @param opaque If true, the target surface is considered opaque
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* and will not be cleared. If false, the target surface
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* will be cleared
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*/
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virtual void prepareDirty(int viewportWidth, int viewportHeight,
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float left, float top, float right, float bottom, bool opaque);
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/**
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* Indicates the end of a frame. This method must be invoked whenever
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* the caller is done rendering a frame.
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* Returns true if any drawing was done during the frame (the output
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* has changed / is "dirty" and should be displayed to the user).
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*/
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virtual bool finish();
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void callDrawGLFunction(Functor* functor, Rect& dirty);
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void pushLayerUpdate(Layer* layer);
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void cancelLayerUpdate(Layer* layer);
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void flushLayerUpdates();
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void markLayersAsBuildLayers();
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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, nullptr);
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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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void drawRenderNode(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1);
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void drawLayer(Layer* layer);
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void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
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void 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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void drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst,
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const SkPaint* paint);
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void 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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void drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
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TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
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void 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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void drawColor(int color, SkXfermode::Mode mode);
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void drawRect(float left, float top, float right, float bottom,
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const SkPaint* paint);
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void drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, const SkPaint* paint);
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void drawCircle(float x, float y, float radius, const SkPaint* paint);
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void drawOval(float left, float top, float right, float bottom,
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const SkPaint* paint);
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void 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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void drawPath(const SkPath* path, const SkPaint* paint);
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void drawLines(const float* points, int count, const SkPaint* paint);
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void drawPoints(const float* points, int count, const SkPaint* paint);
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void drawTextOnPath(const glyph_t* glyphs, int bytesCount, int count, const SkPath* path,
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float hOffset, float vOffset, const SkPaint* paint);
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void drawText(const glyph_t* glyphs, 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 = DrawOpMode::kImmediate);
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void drawRects(const float* rects, int count, const SkPaint* paint);
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void drawShadow(float casterAlpha,
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const VertexBuffer* ambientShadowVertexBuffer,
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const VertexBuffer* spotShadowVertexBuffer);
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void setDrawFilter(SkDrawFilter* filter);
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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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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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RenderState& renderState() {
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return mRenderState;
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}
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int getViewportWidth() { return mState.getViewportWidth(); }
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int getViewportHeight() { return mState.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) { mState.scaleAlpha(alpha); }
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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 formatted event marker in the stream of GL commands.
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*/
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void eventMarkDEBUG(const char *fmt, ...) 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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* Build the best transform to use to rasterize text given a full
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* transform matrix, and whether filteration is needed.
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*
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* Returns whether filtration is needed
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*/
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bool findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) 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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mDirty = true;
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}
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#endif
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const Vector3& getLightCenter() const { return mState.currentLightCenter(); }
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float getLightRadius() const { return mLightRadius; }
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uint8_t getAmbientShadowAlpha() const { return mAmbientShadowAlpha; }
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uint8_t getSpotShadowAlpha() const { return mSpotShadowAlpha; }
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///////////////////////////////////////////////////////////////////
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/// State manipulation
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int getSaveCount() const;
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int save(int flags);
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void restore();
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void restoreToCount(int saveCount);
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void setGlobalMatrix(const Matrix4& matrix) {
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mState.setMatrix(matrix);
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}
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void setLocalMatrix(const Matrix4& matrix);
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void setLocalMatrix(const SkMatrix& matrix);
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void concatMatrix(const SkMatrix& matrix) { mState.concatMatrix(matrix); }
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void translate(float dx, float dy, float dz = 0.0f);
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void rotate(float degrees);
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void scale(float sx, float sy);
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void skew(float sx, float sy);
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void setMatrix(const Matrix4& matrix); // internal only convenience method
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void concatMatrix(const Matrix4& matrix); // internal only convenience method
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const Rect& getLocalClipBounds() const { return mState.getLocalClipBounds(); }
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const Rect& getRenderTargetClipBounds() const { return mState.getRenderTargetClipBounds(); }
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bool quickRejectConservative(float left, float top,
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float right, float bottom) const {
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return mState.quickRejectConservative(left, top, right, bottom);
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}
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bool clipRect(float left, float top,
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float right, float bottom, SkRegion::Op op);
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bool clipPath(const SkPath* path, SkRegion::Op op);
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bool clipRegion(const SkRegion* region, SkRegion::Op op);
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/**
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* Does not support different clipping Ops (that is, every call to setClippingOutline is
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* effectively using SkRegion::kReplaceOp)
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*
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* The clipping outline is independent from the regular clip.
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*/
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void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
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void setClippingRoundRect(LinearAllocator& allocator,
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const Rect& rect, float radius, bool highPriority = true);
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void setProjectionPathMask(LinearAllocator& allocator, const SkPath* path);
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inline bool hasRectToRectTransform() const { return mState.hasRectToRectTransform(); }
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inline const mat4* currentTransform() const { return mState.currentTransform(); }
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///////////////////////////////////////////////////////////////////
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/// CanvasStateClient interface
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virtual void onViewportInitialized() override;
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virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
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virtual GLuint getTargetFbo() const override { return 0; }
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SkPath* allocPathForFrame() {
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std::unique_ptr<SkPath> path(new SkPath());
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SkPath* returnPath = path.get();
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mTempPaths.push_back(std::move(path));
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return returnPath;
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}
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void setBaseTransform(const Matrix4& matrix) { mBaseTransform = matrix; }
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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(int viewportWidth, int viewportHeight,
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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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void startFrame();
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/**
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* Clears the underlying surface if needed.
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*/
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virtual void 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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/**
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* Draw a rectangle list. Currently only used for the the stencil buffer so that the stencil
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* will have a value of 'n' in every unclipped pixel, where 'n' is the number of rectangles
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* in the list.
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*/
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void drawRectangleList(const RectangleList& rectangleList);
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bool quickRejectSetupScissor(float left, float top, float right, float bottom,
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const SkPaint* paint = nullptr);
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bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = nullptr) {
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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 mState.currentRegion();
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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 (mState.currentFlags() & Snapshot::kFlagFboTarget) && mState.currentRegion();
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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 from a layer, accounting for snapshot alpha
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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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* 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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CanvasState mState;
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Caches& mCaches;
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RenderState& mRenderState;
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private:
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enum class GlopRenderType {
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Standard,
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Multi,
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LayerClear
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};
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void renderGlop(const Glop& glop, GlopRenderType type = GlopRenderType::Standard);
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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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* Sets the clipping rectangle using glScissor. The clip is defined by
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* the current snapshot's clipRect member.
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*/
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void setScissorFromClip();
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/**
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* Sets the clipping region using the stencil buffer. The clip region
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* is defined by the current snapshot's clipRegion member.
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*/
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void setStencilFromClip();
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/**
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* Given the local bounds of the layer, calculates ...
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*/
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void calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer);
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/**
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* Given the local bounds + clip of the layer, updates current snapshot's empty/invisible
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*/
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void updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
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bool fboLayer, int alpha);
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/**
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* Creates a new layer stored in the specified snapshot.
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*
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* @param snapshot The snapshot associated with the new layer
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* @param left The left coordinate of the layer
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* @param top The top coordinate of the layer
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* @param right The right coordinate of the layer
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* @param bottom The bottom coordinate of the layer
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* @param alpha The translucency of the layer
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* @param mode The blending mode of the layer
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* @param flags The layer save flags
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* @param mask A mask to use when drawing the layer back, may be empty
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*
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* @return True if the layer was successfully created, false otherwise
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*/
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bool createLayer(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags, const SkPath* convexMask);
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|
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/**
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* Creates a new layer stored in the specified snapshot as an FBO.
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*
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* @param layer The layer to store as an FBO
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* @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);
|
|
|
|
/**
|
|
* Restores the content in layer to the screen, swapping the blend mode,
|
|
* specifically used in the restore() of a saveLayerAlpha().
|
|
*
|
|
* This allows e.g. a layer that would have been drawn on top of existing content (with SrcOver)
|
|
* to be drawn underneath.
|
|
*
|
|
* This will always ignore the canvas transform.
|
|
*/
|
|
void composeLayerRectSwapped(Layer* layer, const Rect& rect);
|
|
|
|
/**
|
|
* Draws the content in layer to the screen.
|
|
*/
|
|
void composeLayerRect(Layer* layer, const Rect& rect);
|
|
|
|
/**
|
|
* 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 Matrix4& 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, PathTexture* texture, 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 shadow layer on text (with optional positions).
|
|
*
|
|
* @param paint The paint to draw the shadow with
|
|
* @param text The text to draw
|
|
* @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 glyph_t* glyphs, 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(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;
|
|
|
|
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(); }
|
|
|
|
// 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;
|
|
|
|
// Default UV mapper
|
|
const UvMapper mUvMapper;
|
|
|
|
// List of rectangles to clear after saveLayer() is invoked
|
|
std::vector<Rect> mLayers;
|
|
// List of layers to update at the beginning of a frame
|
|
std::vector< sp<Layer> > mLayerUpdates;
|
|
|
|
// See PROPERTY_DISABLE_SCISSOR_OPTIMIZATION in
|
|
// Properties.h
|
|
bool mScissorOptimizationDisabled;
|
|
|
|
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;
|
|
|
|
/**
|
|
* Initial transform for a rendering pass; transform from global device
|
|
* coordinates to the current RenderNode's drawing content coordinates,
|
|
* with the RenderNode's RenderProperty transforms already applied.
|
|
* Calling setMatrix(mBaseTransform) will result in drawing at the origin
|
|
* of the DisplayList's recorded surface prior to any Canvas
|
|
* transformation.
|
|
*/
|
|
Matrix4 mBaseTransform;
|
|
|
|
friend class Layer;
|
|
friend class TextDrawFunctor;
|
|
friend class DrawBitmapOp;
|
|
friend class DrawPatchOp;
|
|
|
|
}; // class OpenGLRenderer
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|
|
|
|
#endif // ANDROID_HWUI_OPENGL_RENDERER_H
|