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/*
* Copyright (C) 2017 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 "Layer.h"
#include "Texture.h"
namespace android {
namespace uirenderer {
// Forward declarations
class Caches;
/**
* A layer has dimensions and is backed by an OpenGL texture or FBO.
*/
class GlLayer : public Layer {
public:
GlLayer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight,
SkColorFilter* colorFilter, int alpha, SkBlendMode mode, bool blend);
virtual ~GlLayer();
uint32_t getWidth() const override {
return texture.mWidth;
}
uint32_t getHeight() const override {
return texture.mHeight;
}
void setSize(uint32_t width, uint32_t height) override {
texture.updateLayout(width, height, texture.internalFormat(), texture.format(),
texture.target());
}
void setBlend(bool blend) override {
texture.blend = blend;
}
bool isBlend() const override {
return texture.blend;
}
inline GLuint getTextureId() const {
return texture.id();
}
inline Texture& getTexture() {
return texture;
}
inline GLenum getRenderTarget() const {
return texture.target();
}
inline bool isRenderable() const {
return texture.target() != GL_NONE;
}
void setRenderTarget(GLenum renderTarget);
void generateTexture();
/**
* 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;
/**
* The texture backing this layer.
*/
Texture texture;
}; // struct GlLayer
}; // namespace uirenderer
}; // namespace android