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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.
*/
#ifndef ANDROID_HWUI_LAYER_H
#define ANDROID_HWUI_LAYER_H
#include <cutils/compiler.h>
#include <sys/types.h>
#include <utils/StrongPointer.h>
#include <GLES2/gl2.h>
#include <ui/Region.h>
#include <SkPaint.h>
#include <SkXfermode.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;
class OpenGLRenderer;
class RenderNode;
class DeferredDisplayList;
class DeferStateStruct;
/**
* A layer has dimensions and is backed by an OpenGL texture or FBO.
*/
class Layer {
public:
Layer(RenderState& renderState, 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(RenderNode* renderNode, int left, int top, int right, int bottom);
inline uint32_t getWidth() const {
return texture.width;
}
inline uint32_t getHeight() const {
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(const SkPaint* paint);
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, SkXfermode::Mode mode) {
this->alpha = alpha;
this->mode = mode;
}
inline int getAlpha() const {
return alpha;
}
inline SkXfermode::Mode getMode() const {
return mode;
}
inline void setEmpty(bool empty) {
this->empty = empty;
}
inline bool isEmpty() const {
return empty;
}
inline void setFbo(GLuint fbo) {
this->fbo = fbo;
}
inline GLuint getFbo() const {
return fbo;
}
inline void setStencilRenderBuffer(RenderBuffer* renderBuffer) {
if (RenderBuffer::isStencilBuffer(renderBuffer->getFormat())) {
this->stencil = renderBuffer;
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencil->getName());
} else {
ALOGE("The specified render buffer is not a stencil buffer");
}
}
inline RenderBuffer* getStencilRenderBuffer() const {
return stencil;
}
inline GLuint getTexture() const {
return texture.id;
}
inline GLenum getRenderTarget() const {
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() const {
return cacheable;
}
inline void setCacheable(bool cacheable) {
this->cacheable = cacheable;
}
inline bool isDirty() const {
return dirty;
}
inline void setDirty(bool dirty) {
this->dirty = dirty;
}
inline bool isTextureLayer() const {
return textureLayer;
}
inline void setTextureLayer(bool textureLayer) {
this->textureLayer = textureLayer;
}
inline SkColorFilter* getColorFilter() const {
return colorFilter;
}
ANDROID_API void setColorFilter(SkColorFilter* filter);
inline void setConvexMask(const SkPath* convexMask) {
this->convexMask = convexMask;
}
inline const SkPath* getConvexMask() {
return convexMask;
}
void bindStencilRenderBuffer() const;
void bindTexture() const;
void generateTexture();
void allocateTexture();
void deleteTexture();
/**
* When the caller frees the texture itself, the caller
* must call this method to tell this layer that it lost
* the texture.
*/
ANDROID_API void clearTexture();
inline mat4& getTexTransform() {
return texTransform;
}
inline mat4& getTransform() {
return transform;
}
void defer();
void cancelDefer();
void flush();
void render();
/**
* Bounds of the layer.
*/
Rect layer;
/**
* Texture coordinates of the layer.
*/
Rect texCoords;
/**
* Clipping rectangle.
*/
Rect clipRect;
/**
* 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;
GLsizei meshElementCount;
/**
* Used for deferred updates.
*/
bool deferredUpdateScheduled;
OpenGLRenderer* renderer;
sp<RenderNode> renderNode;
Rect dirtyRect;
bool debugDrawUpdate;
bool hasDrawnSinceUpdate;
private:
void requireRenderer();
Caches& caches;
RenderState& renderState;
/**
* 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;
/**
* The render buffer used as the stencil buffer.
*/
RenderBuffer* 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.
*/
SkColorFilter* colorFilter;
/**
* Indicates raster data backing the layer is scaled, requiring filtration.
*/
bool forceFilter;
/**
* Opacity of the layer.
*/
int alpha;
/**
* Blending mode of the layer.
*/
SkXfermode::Mode mode;
/**
* Optional texture coordinates transform.
*/
mat4 texTransform;
/**
* Optional transform.
*/
mat4 transform;
/**
* Used to defer display lists when the layer is updated with a
* display list.
*/
DeferredDisplayList* deferredList;
/**
* This convex path should be used to mask the layer's draw to the screen.
*
* Data not owned/managed by layer object.
*/
const SkPath* convexMask;
}; // struct Layer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_H