/* * 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 "Matrix.h" #include "Rect.h" #include "RenderBuffer.h" #include "Texture.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Layers /////////////////////////////////////////////////////////////////////////////// // Forward declarations class Caches; class OpenGLRenderer; class RenderNode; class DeferredDisplayList; class DeferStateStruct; /** * A layer has dimensions and is backed by an OpenGL texture or FBO. */ class Layer { public: Layer(const uint32_t layerWidth, const 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 updateDeferred(RenderNode* displayList, int left, int top, int right, int bottom) { requireRenderer(); this->displayList = displayList; const Rect r(left, top, right, bottom); dirtyRect.unionWith(r); deferredUpdateScheduled = true; } 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 getTexture() const { return texture.id; } 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 textureLayer; } inline void setTextureLayer(bool textureLayer) { this->textureLayer = textureLayer; } inline SkColorFilter* getColorFilter() const { return colorFilter; } ANDROID_API void setColorFilter(SkColorFilter* filter); 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(); void cancelDefer(); void flush(); void render(); /** * 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; GLsizei meshElementCount; /** * Used for deferred updates. */ bool deferredUpdateScheduled; OpenGLRenderer* renderer; RenderNode* displayList; Rect dirtyRect; bool debugDrawUpdate; bool hasDrawnSinceUpdate; private: void requireRenderer(); Caches& caches; /** * 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; /** * The render buffer used as the stencil buffer. */ RenderBuffer* stencil; /** * Indicates whether this layer has been used already. */ bool empty; /** * The texture backing this layer. */ Texture texture; /** * If set to true (by default), the layer can be reused. */ bool cacheable; /** * When set to true, this layer must be treated as a texture * layer. */ bool textureLayer; /** * When set to true, this layer is dirty and should be cleared * before any rendering occurs. */ bool dirty; /** * Indicates the render target. */ GLenum renderTarget; /** * Color filter used to draw this layer. Optional. */ SkColorFilter* colorFilter; /** * Indicates raster data backing the layer is scaled, requiring filtration. */ bool forceFilter; /** * Opacity of the layer. */ int alpha; /** * Blending mode of the layer. */ SkXfermode::Mode mode; /** * Optional texture coordinates transform. */ mat4 texTransform; /** * Optional transform. */ mat4 transform; /** * Used to defer display lists when the layer is updated with a * display list. */ DeferredDisplayList* deferredList; }; // struct Layer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_LAYER_H