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/*
* Copyright (C) 2015 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_GLOP_H
#define ANDROID_HWUI_GLOP_H
#include "Matrix.h"
#include "Rect.h"
#include "utils/Macros.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkXfermode.h>
namespace android {
namespace uirenderer {
class Program;
/*
* Enumerates optional vertex attributes
*
* Position is always enabled by MeshState, these other attributes
* are enabled/disabled dynamically based on mesh content.
*/
enum VertexAttribFlags {
// NOTE: position attribute always enabled
kNone_Attrib = 0,
kTextureCoord_Attrib = 1 << 0,
kColor_Attrib = 1 << 1,
kAlpha_Attrib = 1 << 2,
};
/**
* Structure containing all data required to issue a single OpenGL draw
*
* Includes all of the mesh, fill, and GL state required to perform
* the operation. Pieces of data are either directly copied into the
* structure, or stored as a pointer or GL object reference to data
* managed
*/
// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
struct Glop {
struct FloatColor {
float a, r, g, b;
};
Rect bounds;
/*
* Stores mesh - vertex and index data.
*
* buffer objects and void*s are mutually exclusive
* indices are optional
*/
struct Mesh {
VertexAttribFlags vertexFlags;
GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
GLuint vertexBufferObject;
GLuint indexBufferObject;
const void* vertices;
const void* indices;
int vertexCount;
GLsizei stride;
} mesh;
struct Fill {
Program* program;
FloatColor color;
/* TODO
union shader {
//...
}; TODO
*/
ProgramDescription::ColorFilterMode filterMode;
union Filter {
struct Matrix {
float matrix[16];
float vector[4];
} matrix;
FloatColor color;
} filter;
} fill;
struct Transform {
Matrix4 ortho; // TODO: out of op, since this is static per FBO
Matrix4 modelView;
Matrix4 canvas;
bool fudgingOffset;
} transform;
struct Blend {
GLenum src;
GLenum dst;
} blend;
/**
* Additional render state to enumerate:
* - scissor + (bits for whether each of LTRB needed?)
* - stencil mode (draw into, mask, count, etc)
*/
};
} /* namespace uirenderer */
} /* namespace android */
#endif // ANDROID_HWUI_GLOP_H