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/*
* 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.
*/
#pragma once
#include <cutils/compiler.h>
#include <sys/types.h>
#include <utils/StrongPointer.h>
#include <utils/RefBase.h>
#include <memory>
#include <GLES2/gl2.h>
#include <GpuMemoryTracker.h>
#include <ui/Region.h>
#include <SkPaint.h>
#include <SkBlendMode.h>
#include "Matrix.h"
#include "Rect.h"
#include "RenderBuffer.h"
#include "Texture.h"
#include "Vertex.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
// Forward declarations
class Caches;
class RenderState;
/**
* A layer has dimensions and is backed by an OpenGL texture or FBO.
*/
class Layer : public VirtualLightRefBase, GpuMemoryTracker {
public:
// layer lifecycle, controlled from outside
enum class State {
Uncached = 0,
InCache = 1,
FailedToCache = 2,
RemovedFromCache = 3,
DeletedFromCache = 4,
InGarbageList = 5,
};
State state; // public for logging/debugging purposes
Layer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight);
~Layer();
inline uint32_t getWidth() const {
return texture.mWidth;
}
inline uint32_t getHeight() const {
return texture.mHeight;
}
void setSize(uint32_t width, uint32_t height) {
texture.updateSize(width, height, texture.internalFormat(), texture.format(),
texture.target());
}
inline void setBlend(bool blend) {
texture.blend = blend;
}
inline bool isBlend() const {
return texture.blend;
}
inline void setForceFilter(bool forceFilter) {
this->forceFilter = forceFilter;
}
inline bool getForceFilter() const {
return forceFilter;
}
inline void setAlpha(int alpha) {
this->alpha = alpha;
}
inline void setAlpha(int alpha, SkBlendMode mode) {
this->alpha = alpha;
this->mode = mode;
}
inline int getAlpha() const {
return alpha;
}
inline SkBlendMode getMode() const {
return mode;
}
inline GLuint getTextureId() const {
return texture.id();
}
inline Texture& getTexture() {
return texture;
}
inline GLenum getRenderTarget() const {
return texture.target();
}
inline void setRenderTarget(GLenum renderTarget) {
texture.mTarget = renderTarget;
}
inline bool isRenderable() const {
return texture.target() != GL_NONE;
}
void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) {
texture.setWrap(wrap, bindTexture, force);
}
void setFilter(GLenum filter, bool bindTexture = false, bool force = false) {
texture.setFilter(filter, bindTexture, force);
}
inline SkColorFilter* getColorFilter() const {
return colorFilter;
}
void setColorFilter(SkColorFilter* filter);
void bindTexture() const;
void generateTexture();
/**
* When the caller frees the texture itself, the caller
* must call this method to tell this layer that it lost
* the texture.
*/
void clearTexture();
inline mat4& getTexTransform() {
return texTransform;
}
inline mat4& getTransform() {
return transform;
}
/**
* Posts a decStrong call to the appropriate thread.
* Thread-safe.
*/
void postDecStrong();
/**
* Lost the GL context but the layer is still around, mark it invalid internally
* so the dtor knows not to do any GL work
*/
void onGlContextLost();
private:
Caches& caches;
RenderState& renderState;
/**
* The texture backing this layer.
*/
Texture texture;
/**
* Color filter used to draw this layer. Optional.
*/
SkColorFilter* colorFilter = nullptr;
/**
* Indicates raster data backing the layer is scaled, requiring filtration.
*/
bool forceFilter = false;
/**
* Opacity of the layer.
*/
int alpha = 255;
/**
* Blending mode of the layer.
*/
SkBlendMode mode = SkBlendMode::kSrcOver;
/**
* Optional texture coordinates transform.
*/
mat4 texTransform;
/**
* Optional transform.
*/
mat4 transform;
}; // struct Layer
}; // namespace uirenderer
}; // namespace android
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