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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 RENDERSTATE_MESHSTATE_H
+#define RENDERSTATE_MESHSTATE_H
+
+#include "Vertex.h"
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <memory>
+
+namespace android {
+namespace uirenderer {
+
+class Program;
+
+// Maximum number of quads that pre-allocated meshes can draw
+const uint32_t kMaxNumberOfQuads = 2048;
+
+// This array is never used directly but used as a memcpy source in the
+// OpenGLRenderer constructor
+const TextureVertex kUnitQuadVertices[] = {
+ { 0, 0, 0, 0 },
+ { 1, 0, 1, 0 },
+ { 0, 1, 0, 1 },
+ { 1, 1, 1, 1 },
+};
+
+const GLsizei kVertexStride = sizeof(Vertex);
+const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
+const GLsizei kTextureVertexStride = sizeof(TextureVertex);
+const GLsizei kColorTextureVertexStride = sizeof(ColorTextureVertex);
+
+const GLsizei kMeshTextureOffset = 2 * sizeof(float);
+const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
+const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
+const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
+const GLsizei kUnitQuadCount = 4;
+
+class MeshState {
+private:
+ friend class RenderState;
+
+public:
+ ~MeshState();
+ void dump();
+ ///////////////////////////////////////////////////////////////////////////////
+ // Buffer objects
+ ///////////////////////////////////////////////////////////////////////////////
+ /**
+ * Binds the VBO used to render simple textured quads.
+ */
+ bool bindMeshBuffer();
+
+ /**
+ * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
+ */
+ bool bindMeshBuffer(GLuint buffer);
+
+ /**
+ * Unbinds the VBO used to render simple textured quads.
+ */
+ bool unbindMeshBuffer();
+
+ ///////////////////////////////////////////////////////////////////////////////
+ // Vertices
+ ///////////////////////////////////////////////////////////////////////////////
+ /**
+ * Binds an attrib to the specified float vertex pointer.
+ * Assumes a stride of gTextureVertexStride and a size of 2.
+ */
+ void bindPositionVertexPointer(bool force, const GLvoid* vertices,
+ GLsizei stride = kTextureVertexStride);
+
+ /**
+ * Binds an attrib to the specified float vertex pointer.
+ * Assumes a stride of gTextureVertexStride and a size of 2.
+ */
+ void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices,
+ GLsizei stride = kTextureVertexStride);
+
+ /**
+ * Resets the vertex pointers.
+ */
+ void resetVertexPointers();
+ void resetTexCoordsVertexPointer();
+
+ void enableTexCoordsVertexArray();
+ void disableTexCoordsVertexArray();
+
+ ///////////////////////////////////////////////////////////////////////////////
+ // Indices
+ ///////////////////////////////////////////////////////////////////////////////
+ /**
+ * Binds a global indices buffer that can draw up to
+ * gMaxNumberOfQuads quads.
+ */
+ bool bindQuadIndicesBuffer();
+ bool unbindIndicesBuffer();
+
+ ///////////////////////////////////////////////////////////////////////////////
+ // Getters - for use in Glop building
+ ///////////////////////////////////////////////////////////////////////////////
+ GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
+ GLuint getQuadListIBO() { return mQuadListIndices; }
+private:
+ MeshState();
+ bool bindMeshBufferInternal(const GLuint buffer);
+ bool bindIndicesBufferInternal(const GLuint buffer);
+
+ GLuint mUnitQuadBuffer;
+
+ GLuint mCurrentBuffer;
+ GLuint mCurrentIndicesBuffer;
+ GLuint mCurrentPixelBuffer;
+
+ const void* mCurrentPositionPointer;
+ GLsizei mCurrentPositionStride;
+ const void* mCurrentTexCoordsPointer;
+ GLsizei mCurrentTexCoordsStride;
+
+ bool mTexCoordsArrayEnabled;
+
+ // Global index buffer
+ GLuint mQuadListIndices;
+};
+
+} /* namespace uirenderer */
+} /* namespace android */
+
+#endif // RENDERSTATE_MESHSTATE_H