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-rw-r--r--libs/hwui/renderstate/MeshState.cpp175
1 files changed, 175 insertions, 0 deletions
diff --git a/libs/hwui/renderstate/MeshState.cpp b/libs/hwui/renderstate/MeshState.cpp
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+++ b/libs/hwui/renderstate/MeshState.cpp
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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.
+ */
+#include "renderstate/MeshState.h"
+
+#include "Program.h"
+
+#include "ShadowTessellator.h"
+
+namespace android {
+namespace uirenderer {
+
+MeshState::MeshState()
+ : mCurrentIndicesBuffer(0)
+ , mCurrentPixelBuffer(0)
+ , mCurrentPositionPointer(this)
+ , mCurrentPositionStride(0)
+ , mCurrentTexCoordsPointer(this)
+ , mCurrentTexCoordsStride(0)
+ , mTexCoordsArrayEnabled(false)
+ , mQuadListIndices(0) {
+ glGenBuffers(1, &mUnitQuadBuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, mUnitQuadBuffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(kUnitQuadVertices), kUnitQuadVertices, GL_STATIC_DRAW);
+
+ mCurrentBuffer = mUnitQuadBuffer;
+
+ uint16_t regionIndices[kMaxNumberOfQuads * 6];
+ for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) {
+ uint16_t quad = i * 4;
+ int index = i * 6;
+ regionIndices[index ] = quad; // top-left
+ regionIndices[index + 1] = quad + 1; // top-right
+ regionIndices[index + 2] = quad + 2; // bottom-left
+ regionIndices[index + 3] = quad + 2; // bottom-left
+ regionIndices[index + 4] = quad + 1; // top-right
+ regionIndices[index + 5] = quad + 3; // bottom-right
+ }
+ glGenBuffers(1, &mQuadListIndices);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mQuadListIndices);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(regionIndices), regionIndices, GL_STATIC_DRAW);
+ mCurrentIndicesBuffer = mQuadListIndices;
+
+ // position attribute always enabled
+ glEnableVertexAttribArray(Program::kBindingPosition);
+}
+
+MeshState::~MeshState() {
+ glDeleteBuffers(1, &mUnitQuadBuffer);
+ mCurrentBuffer = 0;
+
+ glDeleteBuffers(1, &mQuadListIndices);
+ mQuadListIndices = 0;
+}
+
+void MeshState::dump() {
+ ALOGD("MeshState VBOs: unitQuad %d, current %d", mUnitQuadBuffer, mCurrentBuffer);
+ ALOGD("MeshState IBOs: quadList %d, current %d", mQuadListIndices, mCurrentIndicesBuffer);
+ ALOGD("MeshState vertices: vertex data %p, stride %d",
+ mCurrentPositionPointer, mCurrentPositionStride);
+ ALOGD("MeshState texCoord: data %p, stride %d",
+ mCurrentTexCoordsPointer, mCurrentTexCoordsStride);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Buffer Objects
+///////////////////////////////////////////////////////////////////////////////
+
+bool MeshState::bindMeshBuffer() {
+ return bindMeshBuffer(mUnitQuadBuffer);
+}
+
+bool MeshState::bindMeshBuffer(GLuint buffer) {
+ if (!buffer) buffer = mUnitQuadBuffer;
+ return bindMeshBufferInternal(buffer);
+}
+
+bool MeshState::unbindMeshBuffer() {
+ return bindMeshBufferInternal(0);
+}
+
+bool MeshState::bindMeshBufferInternal(GLuint buffer) {
+ if (mCurrentBuffer != buffer) {
+ glBindBuffer(GL_ARRAY_BUFFER, buffer);
+ mCurrentBuffer = buffer;
+ return true;
+ }
+ return false;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Vertices
+///////////////////////////////////////////////////////////////////////////////
+
+void MeshState::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
+ if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
+ glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
+ mCurrentPositionPointer = vertices;
+ mCurrentPositionStride = stride;
+ }
+}
+
+void MeshState::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
+ if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
+ glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
+ mCurrentTexCoordsPointer = vertices;
+ mCurrentTexCoordsStride = stride;
+ }
+}
+
+void MeshState::resetVertexPointers() {
+ mCurrentPositionPointer = this;
+ mCurrentTexCoordsPointer = this;
+}
+
+void MeshState::resetTexCoordsVertexPointer() {
+ mCurrentTexCoordsPointer = this;
+}
+
+void MeshState::enableTexCoordsVertexArray() {
+ if (!mTexCoordsArrayEnabled) {
+ glEnableVertexAttribArray(Program::kBindingTexCoords);
+ mCurrentTexCoordsPointer = this;
+ mTexCoordsArrayEnabled = true;
+ }
+}
+
+void MeshState::disableTexCoordsVertexArray() {
+ if (mTexCoordsArrayEnabled) {
+ glDisableVertexAttribArray(Program::kBindingTexCoords);
+ mTexCoordsArrayEnabled = false;
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Indices
+///////////////////////////////////////////////////////////////////////////////
+
+bool MeshState::bindIndicesBufferInternal(const GLuint buffer) {
+ if (mCurrentIndicesBuffer != buffer) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
+ mCurrentIndicesBuffer = buffer;
+ return true;
+ }
+ return false;
+}
+
+bool MeshState::bindQuadIndicesBuffer() {
+ return bindIndicesBufferInternal(mQuadListIndices);
+}
+
+bool MeshState::unbindIndicesBuffer() {
+ if (mCurrentIndicesBuffer) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ mCurrentIndicesBuffer = 0;
+ return true;
+ }
+ return false;
+}
+
+} /* namespace uirenderer */
+} /* namespace android */
+