/* * Copyright (C) 2011 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_RENDERER_H #define ANDROID_HWUI_LAYER_RENDERER_H #include #include "OpenGLRenderer.h" #include "Layer.h" #include namespace android { namespace uirenderer { class RenderState; /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// // Debug #if DEBUG_LAYER_RENDERER #define LAYER_RENDERER_LOGD(...) ALOGD(__VA_ARGS__) #else #define LAYER_RENDERER_LOGD(...) #endif /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// class LayerRenderer: public OpenGLRenderer { public: LayerRenderer(RenderState& renderState, Layer* layer); virtual ~LayerRenderer(); virtual void onViewportInitialized() override { /* do nothing */ } virtual void prepareDirty(float left, float top, float right, float bottom, bool opaque) override; virtual void clear(float left, float top, float right, float bottom, bool opaque) override; virtual bool finish() override; static Layer* createTextureLayer(RenderState& renderState); static Layer* createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height); static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height); static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height, bool isOpaque, bool forceFilter, GLenum renderTarget, float* textureTransform); static void destroyLayer(Layer* layer); static bool copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap); static void flushLayer(RenderState& renderState, Layer* layer); protected: virtual void ensureStencilBuffer() override; virtual bool hasLayer() const override; virtual Region* getRegion() const override; virtual GLuint getTargetFbo() const override; virtual bool suppressErrorChecks() const override; private: void generateMesh(); Layer* mLayer; }; // class LayerRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_LAYER_RENDERER_H