| /* |
| * Copyright (C) 2014 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 RENDERSTATE_H |
| #define RENDERSTATE_H |
| |
| #include <set> |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| #include <utils/Mutex.h> |
| |
| #include <private/hwui/DrawGlInfo.h> |
| |
| #include "AssetAtlas.h" |
| #include "Caches.h" |
| #include "utils/Macros.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| namespace renderthread { |
| class CanvasContext; |
| class RenderThread; |
| } |
| |
| // TODO: Replace Cache's GL state tracking with this. For now it's more a thin |
| // wrapper of Caches for users to migrate to. |
| class RenderState { |
| PREVENT_COPY_AND_ASSIGN(RenderState); |
| public: |
| void onGLContextCreated(); |
| void onGLContextDestroyed(); |
| |
| void setViewport(GLsizei width, GLsizei height); |
| void getViewport(GLsizei* outWidth, GLsizei* outHeight); |
| |
| void bindFramebuffer(GLuint fbo); |
| GLint getFramebuffer() { return mFramebuffer; } |
| |
| void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info); |
| |
| void debugOverdraw(bool enable, bool clear); |
| |
| void registerLayer(Layer* layer) { |
| mActiveLayers.insert(layer); |
| } |
| void unregisterLayer(Layer* layer) { |
| mActiveLayers.erase(layer); |
| } |
| |
| void registerCanvasContext(renderthread::CanvasContext* context) { |
| mRegisteredContexts.insert(context); |
| } |
| |
| void unregisterCanvasContext(renderthread::CanvasContext* context) { |
| mRegisteredContexts.erase(context); |
| } |
| |
| void requireGLContext(); |
| |
| // TODO: This system is a little clunky feeling, this could use some |
| // more thinking... |
| void postDecStrong(VirtualLightRefBase* object); |
| |
| AssetAtlas& assetAtlas() { return mAssetAtlas; } |
| |
| private: |
| friend class renderthread::RenderThread; |
| friend class Caches; |
| |
| void interruptForFunctorInvoke(); |
| void resumeFromFunctorInvoke(); |
| void assertOnGLThread(); |
| |
| RenderState(renderthread::RenderThread& thread); |
| ~RenderState(); |
| |
| renderthread::RenderThread& mRenderThread; |
| Caches* mCaches; |
| AssetAtlas mAssetAtlas; |
| std::set<Layer*> mActiveLayers; |
| std::set<renderthread::CanvasContext*> mRegisteredContexts; |
| |
| GLsizei mViewportWidth; |
| GLsizei mViewportHeight; |
| GLuint mFramebuffer; |
| |
| pthread_t mThreadId; |
| }; |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |
| |
| #endif /* RENDERSTATE_H */ |