/* * Copyright (C) 2010 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_LAYER_H #define ANDROID_HWUI_LAYER_H #include #include #include #include #include #include #include #include #include #include "Matrix.h" #include "Rect.h" #include "RenderBuffer.h" #include "Texture.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Layers /////////////////////////////////////////////////////////////////////////////// // Forward declarations class Caches; class RenderNode; class RenderState; class OpenGLRenderer; class DeferredDisplayList; struct DeferStateStruct; /** * A layer has dimensions and is backed by an OpenGL texture or FBO. */ class Layer : public VirtualLightRefBase { public: enum Type { kType_Texture, kType_DisplayList, }; // layer lifecycle, controlled from outside enum State { kState_Uncached = 0, kState_InCache = 1, kState_FailedToCache = 2, kState_RemovedFromCache = 3, kState_DeletedFromCache = 4, kState_InGarbageList = 5, }; State state; // public for logging/debugging purposes Layer(Type type, RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight); ~Layer(); static uint32_t computeIdealWidth(uint32_t layerWidth); static uint32_t computeIdealHeight(uint32_t layerHeight); /** * Calling this method will remove (either by recycling or * destroying) the associated FBO, if present, and any render * buffer (stencil for instance.) */ void removeFbo(bool flush = true); /** * Sets this layer's region to a rectangle. Computes the appropriate * texture coordinates. */ void setRegionAsRect() { const android::Rect& bounds = region.getBounds(); regionRect.set(bounds.leftTop().x, bounds.leftTop().y, bounds.rightBottom().x, bounds.rightBottom().y); const float texX = 1.0f / float(texture.width); const float texY = 1.0f / float(texture.height); const float height = layer.getHeight(); texCoords.set( regionRect.left * texX, (height - regionRect.top) * texY, regionRect.right * texX, (height - regionRect.bottom) * texY); regionRect.translate(layer.left, layer.top); } void setWindowTransform(Matrix4& windowTransform) { cachedInvTransformInWindow.loadInverse(windowTransform); rendererLightPosDirty = true; } void updateDeferred(RenderNode* renderNode, int left, int top, int right, int bottom); inline uint32_t getWidth() const { return texture.width; } inline uint32_t getHeight() const { return texture.height; } /** * Resize the layer and its texture if needed. * * @param width The new width of the layer * @param height The new height of the layer * * @return True if the layer was resized or nothing happened, false if * a failure occurred during the resizing operation */ bool resize(const uint32_t width, const uint32_t height); void setSize(uint32_t width, uint32_t height) { texture.width = width; texture.height = height; } ANDROID_API void setPaint(const SkPaint* paint); inline void setBlend(bool blend) { texture.blend = blend; } inline bool isBlend() const { return texture.blend; } inline void setForceFilter(bool forceFilter) { this->forceFilter = forceFilter; } inline bool getForceFilter() const { return forceFilter; } inline void setAlpha(int alpha) { this->alpha = alpha; } inline void setAlpha(int alpha, SkXfermode::Mode mode) { this->alpha = alpha; this->mode = mode; } inline int getAlpha() const { return alpha; } inline SkXfermode::Mode getMode() const { return mode; } inline void setEmpty(bool empty) { this->empty = empty; } inline bool isEmpty() const { return empty; } inline void setFbo(GLuint fbo) { this->fbo = fbo; } inline GLuint getFbo() const { return fbo; } inline void setStencilRenderBuffer(RenderBuffer* renderBuffer) { if (RenderBuffer::isStencilBuffer(renderBuffer->getFormat())) { this->stencil = renderBuffer; glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil->getName()); } else { ALOGE("The specified render buffer is not a stencil buffer"); } } inline RenderBuffer* getStencilRenderBuffer() const { return stencil; } inline GLuint getTextureId() const { return texture.id; } inline Texture& getTexture() { return texture; } inline GLenum getRenderTarget() const { return renderTarget; } inline void setRenderTarget(GLenum renderTarget) { this->renderTarget = renderTarget; } void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) { texture.setWrap(wrap, bindTexture, force, renderTarget); } void setFilter(GLenum filter, bool bindTexture = false, bool force = false) { texture.setFilter(filter, bindTexture, force, renderTarget); } inline bool isCacheable() const { return cacheable; } inline void setCacheable(bool cacheable) { this->cacheable = cacheable; } inline bool isDirty() const { return dirty; } inline void setDirty(bool dirty) { this->dirty = dirty; } inline bool isTextureLayer() const { return type == kType_Texture; } inline SkColorFilter* getColorFilter() const { return colorFilter; } ANDROID_API void setColorFilter(SkColorFilter* filter); inline void setConvexMask(const SkPath* convexMask) { this->convexMask = convexMask; } inline const SkPath* getConvexMask() { return convexMask; } void bindStencilRenderBuffer() const; void bindTexture() const; void generateTexture(); void allocateTexture(); void deleteTexture(); /** * When the caller frees the texture itself, the caller * must call this method to tell this layer that it lost * the texture. */ ANDROID_API void clearTexture(); inline mat4& getTexTransform() { return texTransform; } inline mat4& getTransform() { return transform; } void defer(const OpenGLRenderer& rootRenderer); void cancelDefer(); void flush(); void render(const OpenGLRenderer& rootRenderer); /** * Posts a decStrong call to the appropriate thread. * Thread-safe. */ void postDecStrong(); /** * 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(); /** * Bounds of the layer. */ Rect layer; /** * Texture coordinates of the layer. */ Rect texCoords; /** * Clipping rectangle. */ Rect clipRect; /** * Dirty region indicating what parts of the layer * have been drawn. */ Region region; /** * If the region is a rectangle, coordinates of the * region are stored here. */ Rect regionRect; /** * If the layer can be rendered as a mesh, this is non-null. */ TextureVertex* mesh = nullptr; GLsizei meshElementCount = 0; /** * Used for deferred updates. */ bool deferredUpdateScheduled = false; std::unique_ptr renderer; sp renderNode; Rect dirtyRect; bool debugDrawUpdate = false; bool hasDrawnSinceUpdate = false; bool wasBuildLayered = false; private: void requireRenderer(); void updateLightPosFromRenderer(const OpenGLRenderer& rootRenderer); Caches& caches; RenderState& renderState; /** * Name of the FBO used to render the layer. If the name is 0 * this layer is not backed by an FBO, but a simple texture. */ GLuint fbo = 0; /** * The render buffer used as the stencil buffer. */ RenderBuffer* stencil = nullptr; /** * Indicates whether this layer has been used already. */ bool empty = true; /** * The texture backing this layer. */ Texture texture; /** * If set to true (by default), the layer can be reused. */ bool cacheable = true; /** * Denotes whether the layer is a DisplayList, or Texture layer. */ const Type type; /** * When set to true, this layer is dirty and should be cleared * before any rendering occurs. */ bool dirty = false; /** * Indicates the render target. */ GLenum renderTarget = GL_TEXTURE_2D; /** * Color filter used to draw this layer. Optional. */ SkColorFilter* colorFilter = nullptr; /** * Indicates raster data backing the layer is scaled, requiring filtration. */ bool forceFilter = false; /** * Opacity of the layer. */ int alpha = 255; /** * Blending mode of the layer. */ SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode; /** * Optional texture coordinates transform. */ mat4 texTransform; /** * Optional transform. */ mat4 transform; /** * Cached transform of layer in window, updated only on creation / resize */ mat4 cachedInvTransformInWindow; bool rendererLightPosDirty = true; /** * Used to defer display lists when the layer is updated with a * display list. */ std::unique_ptr deferredList; /** * This convex path should be used to mask the layer's draw to the screen. * * Data not owned/managed by layer object. */ const SkPath* convexMask = nullptr; }; // struct Layer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_LAYER_H