325740fb44
Change-Id: I165c9e05facf5365aa6850605688e538640c7fcc
635 lines
24 KiB
C++
635 lines
24 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_OPENGL_RENDERER_H
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#define ANDROID_HWUI_OPENGL_RENDERER_H
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkBitmap.h>
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#include <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkRegion.h>
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#include <SkShader.h>
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#include <SkXfermode.h>
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#include <utils/Functor.h>
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#include <utils/RefBase.h>
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#include <utils/Vector.h>
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#include <cutils/compiler.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 "Vertex.h"
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#include "SkiaShader.h"
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#include "SkiaColorFilter.h"
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#include "Caches.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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class DisplayList;
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/**
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* OpenGL renderer used to draw accelerated 2D graphics. The API is a
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* simplified version of Skia's Canvas API.
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*/
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class OpenGLRenderer {
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public:
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ANDROID_API OpenGLRenderer();
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virtual ~OpenGLRenderer();
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virtual void setViewport(int width, int height);
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ANDROID_API void prepare(bool opaque);
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virtual void prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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// These two calls must not be recorded in display lists
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virtual void interrupt();
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virtual void resume();
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virtual bool callDrawGLFunction(Functor *functor, Rect& dirty);
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ANDROID_API int getSaveCount() const;
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virtual int save(int flags);
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virtual void restore();
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virtual void restoreToCount(int saveCount);
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virtual int saveLayer(float left, float top, float right, float bottom,
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SkPaint* p, int flags);
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virtual int saveLayerAlpha(float left, float top, float right, float bottom,
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int alpha, int flags);
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virtual void translate(float dx, float dy);
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virtual void rotate(float degrees);
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virtual void scale(float sx, float sy);
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virtual void skew(float sx, float sy);
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ANDROID_API void getMatrix(SkMatrix* matrix);
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virtual void setMatrix(SkMatrix* matrix);
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virtual void concatMatrix(SkMatrix* matrix);
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ANDROID_API const Rect& getClipBounds();
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ANDROID_API bool quickReject(float left, float top, float right, float bottom);
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virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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virtual bool drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
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Rect& dirty, int32_t flags, uint32_t level = 0);
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virtual void outputDisplayList(DisplayList* displayList, uint32_t level = 0);
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virtual void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
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virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
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virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
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virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
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float srcRight, float srcBottom, float dstLeft, float dstTop,
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float dstRight, float dstBottom, SkPaint* paint);
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virtual void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
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float* vertices, int* colors, SkPaint* paint);
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virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
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const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
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float left, float top, float right, float bottom, SkPaint* paint);
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virtual void drawColor(int color, SkXfermode::Mode mode);
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virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
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virtual void drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, SkPaint* paint);
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virtual void drawCircle(float x, float y, float radius, SkPaint* paint);
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virtual void drawOval(float left, float top, float right, float bottom, SkPaint* paint);
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virtual void drawArc(float left, float top, float right, float bottom,
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float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
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virtual void drawPath(SkPath* path, SkPaint* paint);
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virtual void drawLines(float* points, int count, SkPaint* paint);
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virtual void drawPoints(float* points, int count, SkPaint* paint);
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virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
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SkPaint* paint, float length = -1.0f);
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virtual void drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
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float hOffset, float vOffset, SkPaint* paint);
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virtual void drawPosText(const char* text, int bytesCount, int count,
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const float* positions, SkPaint* paint);
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virtual void resetShader();
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virtual void setupShader(SkiaShader* shader);
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virtual void resetColorFilter();
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virtual void setupColorFilter(SkiaColorFilter* filter);
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virtual void resetShadow();
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virtual void setupShadow(float radius, float dx, float dy, int color);
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virtual void resetPaintFilter();
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virtual void setupPaintFilter(int clearBits, int setBits);
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SkPaint* filterPaint(SkPaint* paint);
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ANDROID_API static uint32_t getStencilSize();
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void startMark(const char* name) const;
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void endMark() const;
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protected:
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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(sp<Snapshot> current, sp<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 current snapshot.
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*/
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sp<Snapshot> getSnapshot() {
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return mSnapshot;
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}
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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() {
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return mSnapshot->region;
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}
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/**
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* Indicates whether rendering is currently targeted at a layer.
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*/
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virtual bool hasLayer() {
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return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
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}
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/**
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* Returns the name of the FBO this renderer is rendering into.
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*/
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virtual GLint getTargetFbo() {
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return 0;
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}
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/**
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* Renders the specified layer as a textured quad.
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*
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* @param layer The layer to render
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* @param rect The bounds of the layer
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*/
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void drawTextureLayer(Layer* layer, const Rect& rect);
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private:
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/**
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* Saves the current state of the renderer as a new snapshot.
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* The new snapshot is saved in mSnapshot and the previous snapshot
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* is linked from mSnapshot->previous.
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*
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* @param flags The save flags; see SkCanvas for more information
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*
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* @return The new save count. This value can be passed to #restoreToCount()
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*/
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int saveSnapshot(int flags);
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/**
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* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
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*
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* @return True if the clip was modified.
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*/
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bool restoreSnapshot();
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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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* 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 previousFbo The name of the current framebuffer
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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(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
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int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
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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
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* @param bounds The bounds of the layer
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* @param previousFbo The name of the current framebuffer
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*/
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bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
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GLuint previousFbo);
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/**
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* Compose the specified layer as a region.
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*
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* @param layer The layer to compose
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* @param rect The layer's bounds
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*/
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void composeLayerRegion(Layer* layer, const Rect& rect);
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/**
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* Compose the specified layer as a simple rectangle.
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*
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* @param layer The layer to compose
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* @param rect The layer's bounds
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* @param swap If true, the source and destination are swapped
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*/
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void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
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/**
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* Clears all the regions corresponding to the current list of layers.
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* This method MUST be invoked before any drawing operation.
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*/
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void clearLayerRegions();
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/**
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* Mark the layer as dirty at the specified coordinates. The coordinates
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* are transformed with the supplied matrix.
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*/
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void dirtyLayer(const float left, const float top,
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const float right, const float bottom, const mat4 transform);
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/**
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* Mark the layer as dirty at the specified coordinates.
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*/
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void dirtyLayer(const float left, const float top,
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const float right, const float bottom);
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/**
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* Draws a colored rectangle with the specified color. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param color The rectangle's ARGB color, defined as a packed 32 bits word
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* @param mode The Skia xfermode to use
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* @param ignoreTransform True if the current transform should be ignored
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* @param ignoreBlending True if the blending is set by the caller
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*/
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void drawColorRect(float left, float top, float right, float bottom,
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int color, SkXfermode::Mode mode, bool ignoreTransform = false);
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/**
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* Draws the shape represented by the specified path texture.
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* This method invokes drawPathTexture() but takes into account
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* the extra left/top offset and the texture offset to correctly
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* position the final shape.
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*
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* @param left The left coordinate of the shape to render
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* @param top The top coordinate of the shape to render
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* @param texture The texture reprsenting the shape
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* @param paint The paint to draw the shape with
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*/
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void drawShape(float left, float top, const PathTexture* texture, SkPaint* paint);
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/**
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* Renders the rect defined by the specified bounds as a shape.
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* This will render the rect using a path texture, which is used to render
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* rects with stroke effects.
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*
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* @param left The left coordinate of the rect to draw
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* @param top The top coordinate of the rect to draw
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* @param right The right coordinate of the rect to draw
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* @param bottom The bottom coordinate of the rect to draw
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* @param p The paint to draw the rect with
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*/
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void drawRectAsShape(float left, float top, float right, float bottom, SkPaint* p);
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/**
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* Draws the specified texture as an alpha bitmap. Alpha bitmaps obey
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* different compositing rules.
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*
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* @param texture The texture to draw with
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* @param left The x coordinate of the bitmap
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* @param top The y coordinate of the bitmap
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* @param paint The paint to render with
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*/
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void drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint);
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/**
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* Renders the rect defined by the specified bounds as an anti-aliased rect.
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*
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* @param left The left coordinate of the rect to draw
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* @param top The top coordinate of the rect to draw
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* @param right The right coordinate of the rect to draw
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* @param bottom The bottom coordinate of the rect to draw
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* @param color The color of the rect
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* @param mode The blending mode to draw the rect
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*/
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void drawAARect(float left, float top, float right, float bottom,
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int color, SkXfermode::Mode mode);
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/**
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* Draws a textured rectangle with the specified texture. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture name to map onto the rectangle
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* @param alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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* @param blend True if the texture contains an alpha channel
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*/
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void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool blend);
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/**
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* Draws a textured rectangle with the specified texture. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture to use
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* @param paint The paint containing the alpha, blending mode, etc.
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*/
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void drawTextureRect(float left, float top, float right, float bottom,
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Texture* texture, SkPaint* paint);
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/**
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* Draws a textured mesh with the specified texture. If the indices are omitted,
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* the mesh is drawn as a simple quad. The mesh pointers become offsets when a
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* VBO is bound.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture name to map onto the rectangle
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* @param alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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* @param blend True if the texture contains an alpha channel
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* @param vertices The vertices that define the mesh
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* @param texCoords The texture coordinates of each vertex
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* @param elementsCount The number of elements in the mesh, required by indices
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* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
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* @param ignoreTransform True if the current transform should be ignored
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* @param vbo The VBO used to draw the mesh
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* @param ignoreScale True if the model view matrix should not be scaled
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* @param dirty True if calling this method should dirty the current layer
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*/
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void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool blend,
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GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
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bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
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bool ignoreScale = false, bool dirty = true);
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/**
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* Draws text underline and strike-through if needed.
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*
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* @param text The text to decor
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* @param bytesCount The number of bytes in the text
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* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
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* @param x The x coordinate where the text will be drawn
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* @param y The y coordinate where the text will be drawn
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* @param paint The paint to draw the text with
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*/
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void drawTextDecorations(const char* text, int bytesCount, float length,
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float x, float y, SkPaint* paint);
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/**
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* Draws a path texture. Path textures are alpha8 bitmaps that need special
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* compositing to apply colors/filters/etc.
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*
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* @param texture The texture to render
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* @param x The x coordinate where the texture will be drawn
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* @param y The y coordinate where the texture will be drawn
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* @param paint The paint to draw the texture with
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*/
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void drawPathTexture(const PathTexture* texture, float x, float y, SkPaint* paint);
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/**
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* Resets the texture coordinates stored in mMeshVertices. Setting the values
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* back to default is achieved by calling:
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*
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* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
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*
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* @param u1 The left coordinate of the texture
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* @param v1 The bottom coordinate of the texture
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* @param u2 The right coordinate of the texture
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* @param v2 The top coordinate of the texture
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*/
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void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
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/**
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* Gets the alpha and xfermode out of a paint object. If the paint is null
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* alpha will be 255 and the xfermode will be SRC_OVER.
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*
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* @param paint The paint to extract values from
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* @param alpha Where to store the resulting alpha
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* @param mode Where to store the resulting xfermode
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*/
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inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
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/**
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* Binds the specified texture. The texture unit must have been selected
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* prior to calling this method.
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*/
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inline void bindTexture(GLuint texture) {
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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/**
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* Binds the specified EGLImage texture. The texture unit must have been selected
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* prior to calling this method.
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*/
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inline void bindExternalTexture(GLuint texture) {
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
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}
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/**
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* Enable or disable blending as necessary. This function sets the appropriate
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* blend function based on the specified xfermode.
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*/
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inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
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bool swapSrcDst = false);
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/**
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* Safely retrieves the mode from the specified xfermode. If the specified
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* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
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*/
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inline SkXfermode::Mode getXfermode(SkXfermode* mode);
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/**
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* Use the specified program with the current GL context. If the program is already
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* in use, it will not be bound again. If it is not in use, the current program is
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* marked unused and the specified program becomes used and becomes the new
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* current program.
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*
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* @param program The program to use
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*
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* @return true If the specified program was already in use, false otherwise.
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*/
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inline bool useProgram(Program* program);
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|
|
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/**
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* Invoked before any drawing operation. This sets required state.
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|
*/
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void setupDraw(bool clear = true);
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/**
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* Various methods to setup OpenGL rendering.
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|
*/
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void setupDrawWithTexture(bool isAlpha8 = false);
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void setupDrawWithExternalTexture();
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void setupDrawNoTexture();
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void setupDrawAALine();
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|
void setupDrawPoint(float pointSize);
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void setupDrawColor(int color);
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|
void setupDrawColor(int color, int alpha);
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|
void setupDrawColor(float r, float g, float b, float a);
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|
void setupDrawAlpha8Color(int color, int alpha);
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|
void setupDrawAlpha8Color(float r, float g, float b, float a);
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|
void setupDrawShader();
|
|
void setupDrawColorFilter();
|
|
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
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|
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 setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
|
|
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords);
|
|
void setupDrawVertices(GLvoid* vertices);
|
|
void setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, GLvoid* lengthCoords,
|
|
float strokeWidth);
|
|
void finishDrawTexture();
|
|
void accountForClear(SkXfermode::Mode mode);
|
|
|
|
void drawRegionRects(const Region& region);
|
|
|
|
/**
|
|
* Should be invoked every time the glScissor is modified.
|
|
*/
|
|
inline void dirtyClip() {
|
|
mDirtyClip = true;
|
|
}
|
|
|
|
// Dimensions of the drawing surface
|
|
int mWidth, mHeight;
|
|
|
|
// Matrix used for ortho projection in shaders
|
|
mat4 mOrthoMatrix;
|
|
|
|
// Model-view matrix used to position/size objects
|
|
mat4 mModelView;
|
|
|
|
// Number of saved states
|
|
int mSaveCount;
|
|
// Base state
|
|
sp<Snapshot> mFirstSnapshot;
|
|
// Current state
|
|
sp<Snapshot> mSnapshot;
|
|
|
|
// Shaders
|
|
SkiaShader* mShader;
|
|
|
|
// Color filters
|
|
SkiaColorFilter* mColorFilter;
|
|
|
|
// Used to draw textured quads
|
|
TextureVertex mMeshVertices[4];
|
|
|
|
// Drop shadow
|
|
bool mHasShadow;
|
|
float mShadowRadius;
|
|
float mShadowDx;
|
|
float mShadowDy;
|
|
int mShadowColor;
|
|
|
|
// Draw filters
|
|
bool mHasDrawFilter;
|
|
int mPaintFilterClearBits;
|
|
int mPaintFilterSetBits;
|
|
SkPaint mFilteredPaint;
|
|
|
|
// Various caches
|
|
Caches& mCaches;
|
|
|
|
// List of rectagnles to clear after saveLayer() is invoked
|
|
Vector<Rect*> mLayers;
|
|
|
|
// Indentity matrix
|
|
const mat4 mIdentity;
|
|
|
|
// 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;
|
|
|
|
friend class DisplayListRenderer;
|
|
|
|
}; // class OpenGLRenderer
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|
|
|
|
#endif // ANDROID_HWUI_OPENGL_RENDERER_H
|