android_frameworks_base/libs/hwui/OpenGLRenderer.cpp
Romain Guy bd6b79b402 Add implementations for saveLayerAlpha() and textured rects.
Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.

This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.

Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
2010-06-26 00:13:53 -07:00

521 lines
16 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/Log.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkCanvas.h>
#include <SkPaint.h>
#include <SkXfermode.h>
#include "OpenGLRenderer.h"
#include "Matrix.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
const SimpleVertex gDrawColorVertices[] = {
SV(0.0f, 0.0f),
SV(1.0f, 0.0f),
SV(0.0f, 1.0f),
SV(1.0f, 1.0f)
};
const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
const GLsizei gDrawColorVertexCount = 4;
const TextureVertex gDrawTextureVertices[] = {
FV(0.0f, 0.0f, 0.0f, 1.0f),
FV(1.0f, 0.0f, 1.0f, 1.0f),
FV(0.0f, 1.0f, 0.0f, 0.0f),
FV(1.0f, 1.0f, 1.0f, 0.0f)
};
const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
const GLsizei gDrawTextureVertexCount = 4;
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
#define SHADER_SOURCE(name, source) const char* name = #source
#include "shaders/drawColor.vert"
#include "shaders/drawColor.frag"
#include "shaders/drawTexture.vert"
#include "shaders/drawTexture.frag"
Program::Program(const char* vertex, const char* fragment) {
vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
id = glCreateProgram();
glAttachShader(id, vertexShader);
glAttachShader(id, fragmentShader);
glLinkProgram(id);
GLint status;
glGetProgramiv(id, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLint infoLen = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char* log = (char*) malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(id, infoLen, 0, log);
LOGE("Error while linking shaders: %s", log);
delete log;
}
glDeleteProgram(id);
}
}
Program::~Program() {
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(id);
}
void Program::use() {
glUseProgram(id);
}
int Program::addAttrib(const char* name) {
int slot = glGetAttribLocation(id, name);
attributes.add(name, slot);
return slot;
}
int Program::getAttrib(const char* name) {
return attributes.valueFor(name);
}
int Program::addUniform(const char* name) {
int slot = glGetUniformLocation(id, name);
uniforms.add(name, slot);
return slot;
}
int Program::getUniform(const char* name) {
return uniforms.valueFor(name);
}
GLuint Program::buildShader(const char* source, GLenum type) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
// Some drivers return wrong values for GL_INFO_LOG_LENGTH
// use a fixed size instead
GLchar log[512];
glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
LOGE("Error while compiling shader: %s", log);
glDeleteShader(shader);
}
return shader;
}
DrawColorProgram::DrawColorProgram():
Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
getAttribsAndUniforms();
}
DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment):
Program(vertex, fragment) {
getAttribsAndUniforms();
}
void DrawColorProgram::getAttribsAndUniforms() {
position = addAttrib("position");
color = addAttrib("color");
projection = addUniform("projection");
modelView = addUniform("modelView");
transform = addUniform("transform");
}
void DrawColorProgram::use(const GLfloat* projectionMatrix, const GLfloat* modelViewMatrix,
const GLfloat* transformMatrix) {
Program::use();
glUniformMatrix4fv(projection, 1, GL_FALSE, projectionMatrix);
glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewMatrix);
glUniformMatrix4fv(transform, 1, GL_FALSE, transformMatrix);
}
DrawTextureProgram::DrawTextureProgram():
DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) {
texCoords = addAttrib("texCoords");
sampler = addUniform("sampler");
}
///////////////////////////////////////////////////////////////////////////////
// Support
///////////////////////////////////////////////////////////////////////////////
const Rect& Snapshot::getMappedClip() {
if (flags & kFlagDirtyTransform) {
flags &= ~kFlagDirtyTransform;
mappedClip.set(clipRect);
transform.mapRect(mappedClip);
}
return mappedClip;
}
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer() {
LOGD("Create OpenGLRenderer");
mDrawColorShader = new DrawColorProgram;
mDrawTextureShader = new DrawTextureProgram;
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mat4 ortho;
ortho.loadOrtho(0, width, height, 0, -1, 1);
ortho.copyTo(mOrthoMatrix);
mWidth = width;
mHeight = height;
}
void OpenGLRenderer::prepare() {
mSnapshot = &mFirstSnapshot;
mSaveCount = 0;
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, mWidth, mHeight);
mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot();
}
void OpenGLRenderer::restore() {
if (mSaveCount == 0) return;
if (restoreSnapshot()) {
setScissorFromClip();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount <= 0 || saveCount > mSaveCount) return;
bool restoreClip = false;
while (mSaveCount != saveCount - 1) {
restoreClip |= restoreSnapshot();
}
if (restoreClip) {
setScissorFromClip();
}
}
int OpenGLRenderer::saveSnapshot() {
mSnapshot = new Snapshot(mSnapshot);
return ++mSaveCount;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreLayer) {
// Unbind current FBO and restore previous one
// Most of the time, previous->fbo will be 0 to bind the default buffer
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
const Rect& layer = current->layer;
clipRect(layer.left, layer.top, layer.right, layer.bottom);
mSnapshot->transform.loadIdentity();
drawTextureRect(0.0f, 0.0f, mWidth, mHeight, current->texture, current->alpha);
glDeleteFramebuffers(1, &current->fbo);
glDeleteTextures(1, &current->texture);
}
mSnapshot = previous;
mSaveCount--;
return restoreClip;
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
// TODO Implement
return saveSnapshot();
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
int count = saveSnapshot();
mSnapshot->flags |= Snapshot::kFlagIsLayer;
mSnapshot->alpha = alpha / 255.0f;
mSnapshot->layer.set(left, top, right, bottom);
// Generate the FBO and attach the texture
glGenFramebuffers(1, &mSnapshot->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mSnapshot->fbo);
// Generate the texture in which the FBO will draw
glGenTextures(1, &mSnapshot->texture);
glBindTexture(GL_TEXTURE_2D, mSnapshot->texture);
// The FBO will not be scaled, so we can use lower quality filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// TODO ***** IMPORTANT *****
// Creating a texture-backed FBO works only if the texture is the same size
// as the original rendering buffer (in this case, mWidth and mHeight.)
// This is expensive and wasteful and must be fixed.
const GLsizei width = mWidth; //right - left;
const GLsizei height = mHeight; //bottom - right;
const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Bind texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mSnapshot->texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGD("Framebuffer incomplete %d", status);
glDeleteFramebuffers(1, &mSnapshot->fbo);
glDeleteTextures(1, &mSnapshot->texture);
}
return count;
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->getMappedClip();
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->clipRect;
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
/*
* The documentation of quickReject() indicates that the specified rect
* is transformed before being compared to the clip rect. However, the
* clip rect is not stored transformed in the snapshot and can thus be
* compared directly
*
* The following code can be used instead to performed a mapped comparison:
*
* mSnapshot->transform.mapRect(r);
* const Rect& clip = mSnapshot->getMappedClip();
* return !clip.intersects(r);
*/
Rect r(left, top, right, bottom);
return !mSnapshot->clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
if (clipped) {
mSnapshot->flags |= Snapshot::kFlagClipSet;
setScissorFromClip();
}
return clipped;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
// TODO: Set the transfer mode
const Rect& clip = mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
// TODO Support more than just color
// TODO: Set the transfer mode
drawColorRect(left, top, right, bottom, p->getColor());
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, int color) {
GLfloat a = ((color >> 24) & 0xFF) / 255.0f;
GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
GLfloat b = ((color ) & 0xFF) / 255.0f;
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawColorShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
const GLvoid* p = &gDrawColorVertices[0].position[0];
glEnableVertexAttribArray(mDrawColorShader->position);
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
glDisableVertexAttribArray(mDrawColorShader->position);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
// TODO Correctly set the blend function
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture);
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
const GLvoid* p = &gDrawTextureVertices[0].position[0];
const GLvoid* t = &gDrawTextureVertices[0].texture[0];
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, p);
glEnableVertexAttribArray(mDrawTextureShader->texCoords);
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, t);
glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
glDisableVertexAttribArray(mDrawTextureShader->position);
glDisableVertexAttribArray(mDrawTextureShader->texCoords);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
}
}; // namespace uirenderer
}; // namespace android