android_frameworks_base/libs/hwui/OpenGLRenderer.h

690 lines
26 KiB
C
Raw Normal View History

/*
* Copyright (C) 2010 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_OPENGL_RENDERER_H
#define ANDROID_HWUI_OPENGL_RENDERER_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkBitmap.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkShader.h>
#include <SkXfermode.h>
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include "Debug.h"
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "Vertex.h"
#include "SkiaShader.h"
#include "SkiaColorFilter.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DisplayList;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
ANDROID_API OpenGLRenderer();
virtual ~OpenGLRenderer();
virtual bool isDeferred();
virtual void setViewport(int width, int height);
ANDROID_API int prepare(bool opaque);
virtual int prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
// These two calls must not be recorded in display lists
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
virtual void interrupt();
virtual void resume();
ANDROID_API status_t invokeFunctors(Rect& dirty);
ANDROID_API void detachFunctor(Functor* functor);
ANDROID_API void attachFunctor(Functor* functor);
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
ANDROID_API int getSaveCount() const;
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags);
void setAlpha(float alpha) {
mSnapshot->alpha = alpha;
}
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
ANDROID_API void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
ANDROID_API const Rect& getClipBounds();
ANDROID_API bool quickReject(float left, float top, float right, float bottom);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual Rect* getClipRect();
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags,
uint32_t level = 0);
virtual void outputDisplayList(DisplayList* displayList, uint32_t level = 0);
virtual status_t drawLayer(Layer* layer, float x, float y, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual status_t drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
status_t drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
SkPaint* paint, float length = -1.0f);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
SkPaint* filterPaint(SkPaint* paint);
ANDROID_API static uint32_t getStencilSize();
void startMark(const char* name) const;
void endMark() const;
protected:
/**
* Compose the layer defined in the current snapshot with the layer
* defined by the previous snapshot.
*
* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
*
* @param curent The current snapshot containing the layer to compose
* @param previous The previous snapshot to compose the current layer with
*/
virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
/**
* Marks the specified region as dirty at the specified bounds.
*/
void dirtyLayerUnchecked(Rect& bounds, Region* region);
/**
* Returns the current snapshot.
*/
sp<Snapshot> getSnapshot() {
return mSnapshot;
}
/**
* Returns the region of the current layer.
*/
virtual Region* getRegion() {
return mSnapshot->region;
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() {
return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region;
}
/**
* Returns the name of the FBO this renderer is rendering into.
*/
virtual GLint getTargetFbo() {
return 0;
}
/**
* Renders the specified layer as a textured quad.
*
* @param layer The layer to render
* @param rect The bounds of the layer
*/
void drawTextureLayer(Layer* layer, const Rect& rect);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER.
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER. This method does
* not multiply the paint's alpha by the current snapshot's alpha.
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
static inline void getAlphaAndModeDirect(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
*mode = getXfermode(paint->getXfermode());
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
static inline SkXfermode::Mode getXfermode(SkXfermode* mode) {
SkXfermode::Mode resultMode;
if (!SkXfermode::AsMode(mode, &resultMode)) {
resultMode = SkXfermode::kSrcOver_Mode;
}
return resultMode;
}
private:
/**
* Ensures the state of the renderer is the same as the state of
* the GL context.
*/
void syncState();
/**
* Saves the current state of the renderer as a new snapshot.
* The new snapshot is saved in mSnapshot and the previous snapshot
* is linked from mSnapshot->previous.
*
* @param flags The save flags; see SkCanvas for more information
*
* @return The new save count. This value can be passed to #restoreToCount()
*/
int saveSnapshot(int flags);
/**
* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
*
* @return True if the clip was modified.
*/
bool restoreSnapshot();
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* Creates a new layer stored in the specified snapshot.
*
* @param snapshot The snapshot associated with the new layer
* @param left The left coordinate of the layer
* @param top The top coordinate of the layer
* @param right The right coordinate of the layer
* @param bottom The bottom coordinate of the layer
* @param alpha The translucency of the layer
* @param mode The blending mode of the layer
* @param flags The layer save flags
* @param previousFbo The name of the current framebuffer
*
* @return True if the layer was successfully created, false otherwise
*/
bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
/**
* Creates a new layer stored in the specified snapshot as an FBO.
*
* @param layer The layer to store as an FBO
* @param snapshot The snapshot associated with the new layer
* @param bounds The bounds of the layer
* @param previousFbo The name of the current framebuffer
*/
bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot,
GLuint previousFbo);
/**
* Compose the specified layer as a region.
*
* @param layer The layer to compose
* @param rect The layer's bounds
*/
void composeLayerRegion(Layer* layer, const Rect& rect);
/**
* Compose the specified layer as a simple rectangle.
*
* @param layer The layer to compose
* @param rect The layer's bounds
* @param swap If true, the source and destination are swapped
*/
void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false);
/**
* Clears all the regions corresponding to the current list of layers.
* This method MUST be invoked before any drawing operation.
*/
void clearLayerRegions();
/**
* Mark the layer as dirty at the specified coordinates. The coordinates
* are transformed with the supplied matrix.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom, const mat4 transform);
/**
* Mark the layer as dirty at the specified coordinates.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom);
/**
* Draws a colored rectangle with the specified color. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param color The rectangle's ARGB color, defined as a packed 32 bits word
* @param mode The Skia xfermode to use
* @param ignoreTransform True if the current transform should be ignored
* @param ignoreBlending True if the blending is set by the caller
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform = false);
/**
* Draws the shape represented by the specified path texture.
* This method invokes drawPathTexture() but takes into account
* the extra left/top offset and the texture offset to correctly
* position the final shape.
*
* @param left The left coordinate of the shape to render
* @param top The top coordinate of the shape to render
* @param texture The texture reprsenting the shape
* @param paint The paint to draw the shape with
*/
status_t drawShape(float left, float top, const PathTexture* texture, SkPaint* paint);
/**
* Renders the rect defined by the specified bounds as a shape.
* This will render the rect using a path texture, which is used to render
* rects with stroke effects.
*
* @param left The left coordinate of the rect to draw
* @param top The top coordinate of the rect to draw
* @param right The right coordinate of the rect to draw
* @param bottom The bottom coordinate of the rect to draw
* @param p The paint to draw the rect with
*/
status_t drawRectAsShape(float left, float top, float right, float bottom, SkPaint* p);
/**
* Draws the specified texture as an alpha bitmap. Alpha bitmaps obey
* different compositing rules.
*
* @param texture The texture to draw with
* @param left The x coordinate of the bitmap
* @param top The y coordinate of the bitmap
* @param paint The paint to render with
*/
void drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint);
/**
* Renders the rect defined by the specified bounds as an anti-aliased rect.
*
* @param left The left coordinate of the rect to draw
* @param top The top coordinate of the rect to draw
* @param right The right coordinate of the rect to draw
* @param bottom The bottom coordinate of the rect to draw
* @param color The color of the rect
* @param mode The blending mode to draw the rect
*/
void drawAARect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
*/
void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture to use
* @param paint The paint containing the alpha, blending mode, etc.
*/
void drawTextureRect(float left, float top, float right, float bottom,
Texture* texture, SkPaint* paint);
/**
* Draws a textured mesh with the specified texture. If the indices are omitted,
* the mesh is drawn as a simple quad. The mesh pointers become offsets when a
* VBO is bound.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
* @param vertices The vertices that define the mesh
* @param texCoords The texture coordinates of each vertex
* @param elementsCount The number of elements in the mesh, required by indices
* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
* @param ignoreTransform True if the current transform should be ignored
* @param vbo The VBO used to draw the mesh
* @param ignoreScale True if the model view matrix should not be scaled
* @param dirty True if calling this method should dirty the current layer
*/
void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0,
bool ignoreScale = false, bool dirty = true);
/**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
* @param bytesCount The number of bytes in the text
* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
* @param x The x coordinate where the text will be drawn
* @param y The y coordinate where the text will be drawn
* @param paint The paint to draw the text with
*/
void drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, SkPaint* paint);
/**
* Draws a path texture. Path textures are alpha8 bitmaps that need special
* compositing to apply colors/filters/etc.
*
* @param texture The texture to render
* @param x The x coordinate where the texture will be drawn
* @param y The y coordinate where the texture will be drawn
* @param paint The paint to draw the texture with
*/
void drawPathTexture(const PathTexture* texture, float x, float y, SkPaint* paint);
/**
* Resets the texture coordinates stored in mMeshVertices. Setting the values
* back to default is achieved by calling:
*
* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
*
* @param u1 The left coordinate of the texture
* @param v1 The bottom coordinate of the texture
* @param u2 The right coordinate of the texture
* @param v2 The top coordinate of the texture
*/
void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
/**
* Binds the specified texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindTexture(GLuint texture) {
glBindTexture(GL_TEXTURE_2D, texture);
}
/**
* Binds the specified EGLImage texture. The texture unit must have been selected
* prior to calling this method.
*/
inline void bindExternalTexture(GLuint texture) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
}
/**
* Enable or disable blending as necessary. This function sets the appropriate
* blend function based on the specified xfermode.
*/
inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
bool swapSrcDst = false);
/**
* Use the specified program with the current GL context. If the program is already
* in use, it will not be bound again. If it is not in use, the current program is
* marked unused and the specified program becomes used and becomes the new
* current program.
*
* @param program The program to use
*
* @return true If the specified program was already in use, false otherwise.
*/
inline bool useProgram(Program* program);
/**
* Invoked before any drawing operation. This sets required state.
*/
void setupDraw(bool clear = true);
/**
* Various methods to setup OpenGL rendering.
*/
void setupDrawWithTexture(bool isAlpha8 = false);
void setupDrawWithExternalTexture();
void setupDrawNoTexture();
void setupDrawAALine();
void setupDrawPoint(float pointSize);
void setupDrawColor(int color);
void setupDrawColor(int color, int alpha);
void setupDrawColor(float r, float g, float b, float a);
void setupDrawAlpha8Color(int color, int alpha);
void setupDrawShader();
void setupDrawColorFilter();
void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode,
bool swapSrcDst = false);
void setupDrawProgram();
void setupDrawDirtyRegionsDisabled();
void setupDrawModelViewIdentity(bool offset = false);
void setupDrawModelView(float left, float top, float right, float bottom,
bool ignoreTransform = false, bool ignoreModelView = false);
void setupDrawModelViewTranslate(float left, float top, float right, float bottom,
bool ignoreTransform = false);
void setupDrawPointUniforms();
void setupDrawColorUniforms();
void setupDrawPureColorUniforms();
void setupDrawShaderIdentityUniforms();
void setupDrawShaderUniforms(bool ignoreTransform = false);
void setupDrawColorFilterUniforms();
void setupDrawSimpleMesh();
void setupDrawTexture(GLuint texture);
void setupDrawExternalTexture(GLuint texture);
void setupDrawTextureTransform();
void setupDrawTextureTransformUniforms(mat4& transform);
void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords);
void setupDrawVertices(GLvoid* vertices);
void setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, GLvoid* lengthCoords,
float strokeWidth, int& widthSlot, int& lengthSlot);
void finishDrawAALine(const int widthSlot, const int lengthSlot);
void finishDrawTexture();
void accountForClear(SkXfermode::Mode mode);
void drawRegionRects(const Region& region);
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() {
mDirtyClip = true;
}
// Dimensions of the drawing surface
int mWidth, mHeight;
// Matrix used for ortho projection in shaders
mat4 mOrthoMatrix;
// Model-view matrix used to position/size objects
mat4 mModelView;
// Number of saved states
int mSaveCount;
// Base state
sp<Snapshot> mFirstSnapshot;
// Current state
sp<Snapshot> mSnapshot;
// Shaders
SkiaShader* mShader;
// Color filters
SkiaColorFilter* mColorFilter;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Draw filters
bool mHasDrawFilter;
int mPaintFilterClearBits;
int mPaintFilterSetBits;
SkPaint mFilteredPaint;
// Various caches
Caches& mCaches;
// List of rectangles to clear after saveLayer() is invoked
Vector<Rect*> mLayers;
// List of functors to invoke after a frame is drawn
SortedVector<Functor*> mFunctors;
// Indentity matrix
const mat4 mIdentity;
// Indicates whether the clip must be restored
bool mDirtyClip;
// The following fields are used to setup drawing
// Used to describe the shaders to generate
ProgramDescription mDescription;
// Color description
bool mColorSet;
float mColorA, mColorR, mColorG, mColorB;
// Indicates that the shader should get a color
bool mSetShaderColor;
// Current texture unit
GLuint mTextureUnit;
// Track dirty regions, true by default
bool mTrackDirtyRegions;
friend class DisplayListRenderer;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H