android_frameworks_base/libs/hwui/OpenGLRenderer.h
Romain Guy 624234f69b Take only the scale params into account to rasterize text
This change extracts the scale parameters of the current transform
to pass then to the font renderer. Rotation and perspective are
applied to the generated mesh inside the vertex shader. This limits
the number of glyphs we have to create in the font cache and thus
reduces memory churn.

Change-Id: Ic5b3bae2b2b0e0250a8ee723b071a1709725c749
2013-03-05 18:12:35 -08:00

988 lines
36 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/Functor.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include "Debug.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 {
struct DrawModifiers {
SkiaShader* mShader;
SkiaColorFilter* mColorFilter;
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Draw filters
bool mHasDrawFilter;
int mPaintFilterClearBits;
int mPaintFilterSetBits;
};
struct DeferredDisplayState {
Rect mBounds; // local bounds, mapped with matrix to be in screen space coordinates, clipped.
int mMultipliedAlpha; // -1 if invalid (because caching not set)
// the below are set and used by the OpenGLRenderer at record and deferred playback
Rect mClip;
mat4 mMatrix;
SkiaShader* mShader;
DrawModifiers mDrawModifiers;
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DisplayList;
class VertexBuffer;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
ANDROID_API OpenGLRenderer();
virtual ~OpenGLRenderer();
/**
* Sets the name of this renderer. The name is optional and
* empty by default. If the pointer is null the name is set
* to the empty string.
*/
ANDROID_API void setName(const char* name);
/**
* Returns the name of this renderer as UTF8 string.
* The returned pointer is never null.
*/
ANDROID_API const char* getName() const;
/**
* Read externally defined properties to control the behavior
* of the renderer.
*/
ANDROID_API void initProperties();
/**
* Indicates whether this renderer executes drawing commands immediately.
* If this method returns true, the drawing commands will be executed
* later.
*/
virtual bool isDeferred();
/**
* 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);
/**
* 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
*/
ANDROID_API status_t prepare(bool opaque);
/**
* 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);
/**
* Indicates the end of a frame. This method must be invoked whenever
* the caller is done rendering a frame.
*/
virtual void finish();
/**
* 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();
/**
* 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();
ANDROID_API status_t invokeFunctors(Rect& dirty);
ANDROID_API void detachFunctor(Functor* functor);
ANDROID_API void attachFunctor(Functor* functor);
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
ANDROID_API void pushLayerUpdate(Layer* layer);
ANDROID_API void clearLayerUpdates();
ANDROID_API 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);
virtual void skew(float sx, float sy);
bool hasRectToRectTransform();
ANDROID_API void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
ANDROID_API const Rect& getClipBounds();
ANDROID_API bool quickReject(float left, float top, float right, float bottom);
bool quickRejectNoScissor(float left, float top, float right, float bottom);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(SkPath* path, SkRegion::Op op);
virtual bool clipRegion(SkRegion* region, SkRegion::Op op);
virtual Rect* getClipRect();
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags);
virtual void outputDisplayList(DisplayList* displayList);
virtual status_t drawLayer(Layer* layer, float x, float y, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual status_t 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);
status_t 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, int alpha, SkXfermode::Mode mode);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float length = -1.0f);
virtual status_t drawRects(const float* rects, int count, 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);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
SkPaint* filterPaint(SkPaint* paint, bool alwaysCopy = false);
bool disallowDeferral() {
// returns true if the OpenGLRenderer's state can be completely represented by
// a DeferredDisplayState object
return !mSnapshot->clipRegion->isEmpty() ||
mSnapshot->alpha < 1.0 ||
(mSnapshot->flags & Snapshot::kFlagIsLayer) ||
(mSnapshot->flags & Snapshot::kFlagFboTarget); // ensure we're not in a layer
}
bool storeDisplayState(DeferredDisplayState& state);
void restoreDisplayState(const DeferredDisplayState& state);
const DrawModifiers& getDrawModifiers() { return mDrawModifiers; }
void setDrawModifiers(const DrawModifiers& drawModifiers) { mDrawModifiers = drawModifiers; }
ANDROID_API bool isCurrentTransformSimple() {
return mSnapshot->transform->isSimple();
}
Caches& getCaches() {
return mCaches;
}
/**
* Sets the alpha on the current snapshot. This alpha value will be modulated
* with other alpha values when drawing primitives.
*/
void setAlpha(float alpha) {
mSnapshot->alpha = alpha;
}
/**
* Inserts a named event marker in the stream of GL commands.
*/
void eventMark(const char* name) const;
/**
* Inserts a named group marker in the stream of GL commands. This marker
* can be used by tools to group commands into logical groups. A call to
* this method must always be followed later on by a call to endMark().
*/
void startMark(const char* name) const;
/**
* Closes the last group marker opened by startMark().
*/
void endMark() const;
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER. This method does
* not multiply the paint's alpha by the current snapshot's alpha.
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
static inline void getAlphaAndModeDirect(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
*mode = getXfermode(paint->getXfermode());
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
/**
* Return the best transform to use to rasterize text given a full
* transform matrix.
*/
mat4 findBestFontTransform(const mat4& transform) const;
protected:
/**
* Computes the projection matrix, initialize the first snapshot
* and stores the dimensions of the render target.
*/
void initViewport(int width, int height);
/**
* Clears the underlying surface if needed.
*/
virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
/**
* Call this method after updating a layer during a drawing pass.
*/
void resumeAfterLayer();
/**
* This method is called whenever a stencil buffer is required. Subclasses
* should override this method and call attachStencilBufferToLayer() on the
* appropriate layer(s).
*/
virtual void ensureStencilBuffer();
/**
* Obtains a stencil render buffer (allocating it if necessary) and
* attaches it to the specified layer.
*/
void attachStencilBufferToLayer(Layer* layer);
/**
* 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);
/**
* Marks the specified region as dirty at the specified bounds.
*/
void dirtyLayerUnchecked(Rect& bounds, Region* region);
/**
* Returns the current snapshot.
*/
sp<Snapshot> getSnapshot() const {
return mSnapshot;
}
/**
* Returns the region of the current layer.
*/
virtual Region* getRegion() const {
return mSnapshot->region;
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() const {
return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
}
/**
* Returns the name of the FBO this renderer is rendering into.
*/
virtual GLint getTargetFbo() const {
return 0;
}
/**
* Renders the specified layer as a textured quad.
*
* @param layer The layer to render
* @param rect The bounds of the layer
*/
void drawTextureLayer(Layer* layer, const Rect& rect);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER.
*
* @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);
/**
* 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;
}
/**
* Set to true to suppress error checks at the end of a frame.
*/
virtual bool suppressErrorChecks() const {
return false;
}
private:
/**
* Discards the content of the framebuffer if supported by the driver.
* This method should be called at the beginning of a frame to optimize
* rendering on some tiler architectures.
*/
void discardFramebuffer(float left, float top, float right, float bottom);
/**
* Ensures the state of the renderer is the same as the state of
* the GL context.
*/
void syncState();
/**
* Tells the GPU what part of the screen is about to be redrawn.
* This method will use the clip rect that we started drawing the
* frame with.
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
void startTiling(const sp<Snapshot>& snapshot, bool opaque = false);
/**
* Tells the GPU what part of the screen is about to be redrawn.
* This method needs to be invoked every time getTargetFbo() is
* bound again.
*/
void startTiling(const Rect& clip, int windowHeight, bool opaque = false);
/**
* Tells the GPU that we are done drawing the frame or that we
* are switching to another render target.
*/
void endTiling();
/**
* 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();
/**
* Sets the clipping region using the stencil buffer. The clip region
* is defined by the current snapshot's clipRegion member.
*/
void setStencilFromClip();
/**
* Performs a quick reject but does not affect the scissor. Returns
* the transformed rect to test and the current clip.
*/
bool quickRejectNoScissor(float left, float top, float right, float bottom,
Rect& transformed, Rect& clip);
/**
* Performs a quick reject but adjust the bounds to account for stroke width if necessary
*/
bool quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint);
/**
* 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(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, Rect& clip, 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();
/**
* 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 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
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, 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 color The rectangles' 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 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, int color,
SkXfermode::Mode mode, 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, 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, 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(const VertexBuffer& vertexBuffer, SkPaint* paint,
bool useOffset = false);
/**
* 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, 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 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);
void drawAlpha8TextureMesh(float left, float top, float right, float bottom,
GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool ignoreTransform, bool dirty = true);
/**
* 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);
/**
* 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 mode The xfermode 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(SkPaint* paint, const char* text, int bytesCount, int count,
const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode,
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, 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) {
glBindTexture(GL_TEXTURE_2D, texture);
}
/**
* Binds the specified EGLImage texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindExternalTexture(GLuint texture) {
glBindTexture(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 setupDrawPoint(float pointSize);
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();
void setupDrawColorFilter();
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawProgram();
void setupDrawDirtyRegionsDisabled();
void setupDrawModelViewIdentity(bool offset = false);
void setupDrawModelView(float left, float top, float right, float bottom,
bool ignoreTransform = false, bool ignoreModelView = false);
void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform = false);
void setupDrawPointUniforms();
void setupDrawColorUniforms();
void setupDrawPureColorUniforms();
void setupDrawShaderIdentityUniforms();
void setupDrawShaderUniforms(bool ignoreTransform = false);
void setupDrawColorFilterUniforms();
void setupDrawSimpleMesh();
void setupDrawTexture(GLuint texture);
void setupDrawExternalTexture(GLuint texture);
void setupDrawTextureTransform();
void setupDrawTextureTransformUniforms(mat4& transform);
void setupDrawTextGammaUniforms();
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors);
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords);
void setupDrawVertices(GLvoid* vertices);
void finishDrawTexture();
void accountForClear(SkXfermode::Mode mode);
bool updateLayer(Layer* layer, bool inFrame);
void updateLayers();
/**
* Renders the specified region as a series of rectangles. This method
* is used for debugging only.
*/
void drawRegionRects(const Region& region);
/**
* Renders the specified region as a series of rectangles. The region
* must be in screen-space coordinates.
*/
void drawRegionRects(const SkRegion& region, int color, SkXfermode::Mode mode,
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();
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() {
mDirtyClip = true;
}
inline mat4& currentTransform() const {
return *mSnapshot->transform;
}
// 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;
// State used to define the clipping region
sp<Snapshot> mTilingSnapshot;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// 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 functors to invoke after a frame is drawn
SortedVector<Functor*> mFunctors;
// List of layers to update at the beginning of a frame
Vector<Layer*> mLayerUpdates;
// Indicates whether the clip must be restored
bool mDirtyClip;
// 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;
// Optional name of the renderer
String8 mName;
friend class DisplayListRenderer;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H