/*
* Copyright (C) 2014 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 RENDERSTATE_H
#define RENDERSTATE_H
#include "AssetAtlas.h"
#include "Caches.h"
#include "Glop.h"
#include "renderstate/Blend.h"
#include "renderstate/MeshState.h"
#include "renderstate/OffscreenBufferPool.h"
#include "renderstate/PixelBufferState.h"
#include "renderstate/Scissor.h"
#include "renderstate/Stencil.h"
#include "utils/Macros.h"
#include <set>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/Region.h>
#include <utils/Mutex.h>
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <private/hwui/DrawGlInfo.h>
namespace android {
namespace uirenderer {
class Caches;
class Layer;
namespace renderthread {
class CanvasContext;
class RenderThread;
}
// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
// wrapper of Caches for users to migrate to.
class RenderState {
PREVENT_COPY_AND_ASSIGN(RenderState);
friend class renderthread::RenderThread;
friend class Caches;
public:
void onGLContextCreated();
void onGLContextDestroyed();
void flush(Caches::FlushMode flushMode);
void setViewport(GLsizei width, GLsizei height);
void getViewport(GLsizei* outWidth, GLsizei* outHeight);
void bindFramebuffer(GLuint fbo);
GLuint getFramebuffer() { return mFramebuffer; }
GLuint createFramebuffer();
void deleteFramebuffer(GLuint fbo);
void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
void debugOverdraw(bool enable, bool clear);
void registerLayer(Layer* layer) {
mActiveLayers.insert(layer);
}
void unregisterLayer(Layer* layer) {
mActiveLayers.erase(layer);
}
void registerCanvasContext(renderthread::CanvasContext* context) {
mRegisteredContexts.insert(context);
}
void unregisterCanvasContext(renderthread::CanvasContext* context) {
mRegisteredContexts.erase(context);
}
// TODO: This system is a little clunky feeling, this could use some
// more thinking...
void postDecStrong(VirtualLightRefBase* object);
void render(const Glop& glop, const Matrix4& orthoMatrix);
AssetAtlas& assetAtlas() { return mAssetAtlas; }
Blend& blend() { return *mBlend; }
MeshState& meshState() { return *mMeshState; }
Scissor& scissor() { return *mScissor; }
Stencil& stencil() { return *mStencil; }
OffscreenBufferPool& layerPool() { return mLayerPool; }
void dump();
private:
void interruptForFunctorInvoke();
void resumeFromFunctorInvoke();
RenderState(renderthread::RenderThread& thread);
~RenderState();
renderthread::RenderThread& mRenderThread;
Caches* mCaches = nullptr;
Blend* mBlend = nullptr;
MeshState* mMeshState = nullptr;
Scissor* mScissor = nullptr;
Stencil* mStencil = nullptr;
OffscreenBufferPool mLayerPool;
AssetAtlas mAssetAtlas;
std::set<Layer*> mActiveLayers;
std::set<renderthread::CanvasContext*> mRegisteredContexts;
GLsizei mViewportWidth;
GLsizei mViewportHeight;
GLuint mFramebuffer;
pthread_t mThreadId;
};
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERSTATE_H */