/* * Copyright 2013 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 SF_RENDERENGINE_H_ #define SF_RENDERENGINE_H_ #include <stdint.h> #include <sys/types.h> #include <EGL/egl.h> #include <EGL/eglext.h> #include <ui/mat4.h> // --------------------------------------------------------------------------- namespace android { // --------------------------------------------------------------------------- class String8; class Rect; class Region; class Mesh; class Texture; class RenderEngine { enum GlesVersion { GLES_VERSION_1_0 = 0x10000, GLES_VERSION_1_1 = 0x10001, GLES_VERSION_2_0 = 0x20000, GLES_VERSION_3_0 = 0x30000, }; static GlesVersion parseGlesVersion(const char* str); EGLContext mEGLContext; void setEGLContext(EGLContext ctxt); virtual void bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName, uint32_t* fbName, uint32_t* status) = 0; virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName) = 0; protected: RenderEngine(); virtual ~RenderEngine() = 0; public: static RenderEngine* create(EGLDisplay display, EGLConfig config); // dump the extension strings. always call the base class. virtual void dump(String8& result); // helpers void clearWithColor(float red, float green, float blue, float alpha); void fillRegionWithColor(const Region& region, uint32_t height, float red, float green, float blue, float alpha); // common to all GL versions void setScissor(uint32_t left, uint32_t bottom, uint32_t right, uint32_t top); void disableScissor(); void genTextures(size_t count, uint32_t* names); void deleteTextures(size_t count, uint32_t const* names); void readPixels(size_t l, size_t b, size_t w, size_t h, uint32_t* pixels); class BindImageAsFramebuffer { RenderEngine& mEngine; uint32_t mTexName, mFbName; uint32_t mStatus; public: BindImageAsFramebuffer(RenderEngine& engine, EGLImageKHR image); ~BindImageAsFramebuffer(); int getStatus() const; }; // set-up virtual void checkErrors() const; virtual void setViewportAndProjection(size_t vpw, size_t vph, size_t w, size_t h, bool yswap) = 0; virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha) = 0; virtual void setupDimLayerBlending(int alpha) = 0; virtual void setupLayerTexturing(const Texture& texture) = 0; virtual void setupLayerBlackedOut() = 0; virtual void setupFillWithColor(float r, float g, float b, float a) = 0; virtual void disableTexturing() = 0; virtual void disableBlending() = 0; // drawing virtual void drawMesh(const Mesh& mesh) = 0; // grouping // creates a color-transform group, everything drawn in the group will be // transformed by the given color transform when endGroup() is called. virtual void beginGroup(const mat4& colorTransform) = 0; virtual void endGroup() = 0; // queries virtual size_t getMaxTextureSize() const = 0; virtual size_t getMaxViewportDims() const = 0; EGLContext getEGLContext() const; }; // --------------------------------------------------------------------------- }; // namespace android // --------------------------------------------------------------------------- #endif /* SF_RENDERENGINE_H_ */