/* * Copyright (C) 2015 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_GLOP_H #define ANDROID_HWUI_GLOP_H #include "FloatColor.h" #include "Matrix.h" #include "Program.h" #include "Rect.h" #include "SkiaShader.h" #include "utils/Macros.h" #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <SkXfermode.h> namespace android { namespace uirenderer { class Program; class RoundRectClipState; class Texture; /* * Enumerates optional vertex attributes * * Position is always enabled by MeshState, these other attributes * are enabled/disabled dynamically based on mesh content. */ namespace VertexAttribFlags { enum { None = 0, TextureCoord = 1 << 0, Color = 1 << 1, Alpha = 1 << 2, }; }; /* * Enumerates transform features */ namespace TransformFlags { enum { None = 0, // offset the eventual drawing matrix by a tiny amount to // disambiguate sampling patterns with non-AA rendering OffsetByFudgeFactor = 1 << 0, // Canvas transform isn't applied to the mesh at draw time, //since it's already built in. MeshIgnoresCanvasTransform = 1 << 1, }; }; /** * Structure containing all data required to issue an OpenGL draw * * Includes all of the mesh, fill, and GL state required to perform * the operation. Pieces of data are either directly copied into the * structure, or stored as a pointer or GL object reference to data * managed. * * Eventually, a Glop should be able to be drawn multiple times from * a single construction, up until GL context destruction. Currently, * vertex/index/Texture/RoundRectClipState pointers prevent this from * being safe. */ // TODO: PREVENT_COPY_AND_ASSIGN(...) or similar struct Glop { struct Mesh { GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported // buffer object and void* are mutually exclusive. // Only GL_UNSIGNED_SHORT supported. struct Indices { GLuint bufferObject; const void* indices; } indices; // buffer object and void*s are mutually exclusive. // TODO: enforce mutual exclusion with restricted setters and/or unions struct Vertices { GLuint bufferObject; int attribFlags; const void* position; const void* texCoord; const void* color; GLsizei stride; } vertices; int elementCount; TextureVertex mappedVertices[4]; } mesh; struct Fill { Program* program; struct TextureData { Texture* texture; GLenum target; GLenum filter; GLenum clamp; Matrix4* textureTransform; } texture; bool colorEnabled; FloatColor color; ProgramDescription::ColorFilterMode filterMode; union Filter { struct Matrix { float matrix[16]; float vector[4]; } matrix; FloatColor color; } filter; SkiaShaderData skiaShaderData; } fill; struct Transform { // Orthographic projection matrix for current FBO // TODO: move out of Glop, since this is static per FBO Matrix4 ortho; // modelView transform, accounting for delta between mesh transform and content of the mesh // often represents x/y offsets within command, or scaling for mesh unit size Matrix4 modelView; // Canvas transform of Glop - not necessarily applied to geometry (see flags) Matrix4 canvas; int transformFlags; const Matrix4& meshTransform() const { return (transformFlags & TransformFlags::MeshIgnoresCanvasTransform) ? Matrix4::identity() : canvas; } } transform; const RoundRectClipState* roundRectClipState; /** * Blending to be used by this draw - both GL_NONE if blending is disabled. * * Defined by fill step, but can be force-enabled by presence of kAlpha_Attrib */ struct Blend { GLenum src; GLenum dst; } blend; /** * Bounds of the drawing command in layer space. Only mapped into layer * space once GlopBuilder::build() is called. */ Rect bounds; /** * Additional render state to enumerate: * - scissor + (bits for whether each of LTRB needed?) * - stencil mode (draw into, mask, count, etc) */ }; } /* namespace uirenderer */ } /* namespace android */ #endif // ANDROID_HWUI_GLOP_H