1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
/*
* 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 <cutils/compiler.h>
#include "OpenGLRenderer.h"
#include "Layer.h"
#include <SkBitmap.h>
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
|