| /* |
| * 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_LAYER_H |
| #define ANDROID_HWUI_LAYER_H |
| |
| #include <sys/types.h> |
| |
| #include <GLES2/gl2.h> |
| |
| #include <ui/Region.h> |
| |
| #include <SkXfermode.h> |
| |
| #include "Rect.h" |
| #include "SkiaColorFilter.h" |
| #include "Texture.h" |
| #include "Vertex.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Layers |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| // Forward declarations |
| class OpenGLRenderer; |
| class DisplayList; |
| |
| /** |
| * A layer has dimensions and is backed by an OpenGL texture or FBO. |
| */ |
| struct Layer { |
| Layer(const uint32_t layerWidth, const uint32_t layerHeight); |
| ~Layer(); |
| |
| static uint32_t computeIdealWidth(uint32_t layerWidth); |
| static uint32_t computeIdealHeight(uint32_t layerHeight); |
| |
| /** |
| * Calling this method will remove (either by recycling or |
| * destroying) the associated FBO, if present, and any render |
| * buffer (stencil for instance.) |
| */ |
| void removeFbo(bool flush = true); |
| |
| /** |
| * Sets this layer's region to a rectangle. Computes the appropriate |
| * texture coordinates. |
| */ |
| void setRegionAsRect() { |
| const android::Rect& bounds = region.getBounds(); |
| regionRect.set(bounds.leftTop().x, bounds.leftTop().y, |
| bounds.rightBottom().x, bounds.rightBottom().y); |
| |
| const float texX = 1.0f / float(texture.width); |
| const float texY = 1.0f / float(texture.height); |
| const float height = layer.getHeight(); |
| texCoords.set( |
| regionRect.left * texX, (height - regionRect.top) * texY, |
| regionRect.right * texX, (height - regionRect.bottom) * texY); |
| |
| regionRect.translate(layer.left, layer.top); |
| } |
| |
| void updateDeferred(OpenGLRenderer* renderer, DisplayList* displayList, |
| int left, int top, int right, int bottom) { |
| this->renderer = renderer; |
| this->displayList = displayList; |
| const Rect r(left, top, right, bottom); |
| dirtyRect.unionWith(r); |
| deferredUpdateScheduled = true; |
| } |
| |
| inline uint32_t getWidth() { |
| return texture.width; |
| } |
| |
| inline uint32_t getHeight() { |
| return texture.height; |
| } |
| |
| /** |
| * Resize the layer and its texture if needed. |
| * |
| * @param width The new width of the layer |
| * @param height The new height of the layer |
| * |
| * @return True if the layer was resized or nothing happened, false if |
| * a failure occurred during the resizing operation |
| */ |
| bool resize(const uint32_t width, const uint32_t height); |
| |
| void setSize(uint32_t width, uint32_t height) { |
| texture.width = width; |
| texture.height = height; |
| } |
| |
| ANDROID_API void setPaint(SkPaint* paint); |
| |
| inline void setBlend(bool blend) { |
| texture.blend = blend; |
| } |
| |
| inline bool isBlend() { |
| return texture.blend; |
| } |
| |
| inline void setAlpha(int alpha) { |
| this->alpha = alpha; |
| } |
| |
| inline void setAlpha(int alpha, SkXfermode::Mode mode) { |
| this->alpha = alpha; |
| this->mode = mode; |
| } |
| |
| inline int getAlpha() { |
| return alpha; |
| } |
| |
| inline SkXfermode::Mode getMode() { |
| return mode; |
| } |
| |
| inline void setEmpty(bool empty) { |
| this->empty = empty; |
| } |
| |
| inline bool isEmpty() { |
| return empty; |
| } |
| |
| inline void setFbo(GLuint fbo) { |
| this->fbo = fbo; |
| } |
| |
| inline GLuint getFbo() { |
| return fbo; |
| } |
| |
| inline void setStencilRenderBuffer(GLuint renderBuffer) { |
| this->stencil = renderBuffer; |
| } |
| |
| inline GLuint getStencilRenderBuffer() { |
| return stencil; |
| } |
| |
| inline GLuint getTexture() { |
| return texture.id; |
| } |
| |
| inline GLenum getRenderTarget() { |
| return renderTarget; |
| } |
| |
| inline void setRenderTarget(GLenum renderTarget) { |
| this->renderTarget = renderTarget; |
| } |
| |
| void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) { |
| texture.setWrap(wrap, bindTexture, force, renderTarget); |
| } |
| |
| void setFilter(GLenum filter, bool bindTexture = false, bool force = false) { |
| texture.setFilter(filter, bindTexture, force, renderTarget); |
| } |
| |
| inline bool isCacheable() { |
| return cacheable; |
| } |
| |
| inline void setCacheable(bool cacheable) { |
| this->cacheable = cacheable; |
| } |
| |
| inline bool isDirty() { |
| return dirty; |
| } |
| |
| inline void setDirty(bool dirty) { |
| this->dirty = dirty; |
| } |
| |
| inline bool isTextureLayer() { |
| return textureLayer; |
| } |
| |
| inline void setTextureLayer(bool textureLayer) { |
| this->textureLayer = textureLayer; |
| } |
| |
| inline SkiaColorFilter* getColorFilter() { |
| return colorFilter; |
| } |
| |
| ANDROID_API void setColorFilter(SkiaColorFilter* filter); |
| |
| inline void bindTexture() { |
| if (texture.id) { |
| glBindTexture(renderTarget, texture.id); |
| } |
| } |
| |
| inline void bindStencilRenderBuffer() { |
| if (stencil) { |
| glBindRenderbuffer(GL_RENDERBUFFER, stencil); |
| } |
| } |
| |
| inline void generateTexture() { |
| if (!texture.id) { |
| glGenTextures(1, &texture.id); |
| } |
| } |
| |
| inline void deleteTexture() { |
| if (texture.id) { |
| glDeleteTextures(1, &texture.id); |
| texture.id = 0; |
| } |
| } |
| |
| /** |
| * When the caller frees the texture itself, the caller |
| * must call this method to tell this layer that it lost |
| * the texture. |
| */ |
| void clearTexture() { |
| texture.id = 0; |
| } |
| |
| inline void allocateTexture(GLenum format, GLenum storage) { |
| #if DEBUG_LAYERS |
| ALOGD(" Allocate layer: %dx%d", getWidth(), getHeight()); |
| #endif |
| if (texture.id) { |
| glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0, |
| format, storage, NULL); |
| } |
| } |
| |
| inline void allocateStencilRenderBuffer() { |
| if (stencil) { |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, getWidth(), getHeight()); |
| } |
| } |
| |
| inline mat4& getTexTransform() { |
| return texTransform; |
| } |
| |
| inline mat4& getTransform() { |
| return transform; |
| } |
| |
| /** |
| * Bounds of the layer. |
| */ |
| Rect layer; |
| /** |
| * Texture coordinates of the layer. |
| */ |
| Rect texCoords; |
| |
| /** |
| * Dirty region indicating what parts of the layer |
| * have been drawn. |
| */ |
| Region region; |
| /** |
| * If the region is a rectangle, coordinates of the |
| * region are stored here. |
| */ |
| Rect regionRect; |
| |
| /** |
| * If the layer can be rendered as a mesh, this is non-null. |
| */ |
| TextureVertex* mesh; |
| uint16_t* meshIndices; |
| GLsizei meshElementCount; |
| |
| /** |
| * Used for deferred updates. |
| */ |
| bool deferredUpdateScheduled; |
| OpenGLRenderer* renderer; |
| DisplayList* displayList; |
| Rect dirtyRect; |
| bool debugDrawUpdate; |
| |
| private: |
| /** |
| * Name of the FBO used to render the layer. If the name is 0 |
| * this layer is not backed by an FBO, but a simple texture. |
| */ |
| GLuint fbo; |
| |
| /** |
| * Name of the render buffer used as the stencil buffer. If the |
| * name is 0, this layer does not have a stencil buffer. |
| */ |
| GLuint stencil; |
| |
| /** |
| * Indicates whether this layer has been used already. |
| */ |
| bool empty; |
| |
| /** |
| * The texture backing this layer. |
| */ |
| Texture texture; |
| |
| /** |
| * If set to true (by default), the layer can be reused. |
| */ |
| bool cacheable; |
| |
| /** |
| * When set to true, this layer must be treated as a texture |
| * layer. |
| */ |
| bool textureLayer; |
| |
| /** |
| * When set to true, this layer is dirty and should be cleared |
| * before any rendering occurs. |
| */ |
| bool dirty; |
| |
| /** |
| * Indicates the render target. |
| */ |
| GLenum renderTarget; |
| |
| /** |
| * Color filter used to draw this layer. Optional. |
| */ |
| SkiaColorFilter* colorFilter; |
| |
| /** |
| * Opacity of the layer. |
| */ |
| int alpha; |
| /** |
| * Blending mode of the layer. |
| */ |
| SkXfermode::Mode mode; |
| |
| /** |
| * Optional texture coordinates transform. |
| */ |
| mat4 texTransform; |
| |
| /** |
| * Optional transform. |
| */ |
| mat4 transform; |
| |
| }; // struct Layer |
| |
| }; // namespace uirenderer |
| }; // namespace android |
| |
| #endif // ANDROID_HWUI_LAYER_H |