2013-02-04 16:16:33 -08:00
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_DEFERRED_DISPLAY_LIST_H
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#define ANDROID_HWUI_DEFERRED_DISPLAY_LIST_H
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#include <utils/Errors.h>
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#include <utils/Vector.h>
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#include "Matrix.h"
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#include "Rect.h"
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namespace android {
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namespace uirenderer {
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class ClipOp;
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class DrawOp;
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2013-03-08 13:12:16 -08:00
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class SaveOp;
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class SaveLayerOp;
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class StateOp;
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2013-02-04 16:16:33 -08:00
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class DrawOpBatch;
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class OpenGLRenderer;
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class DeferredDisplayList {
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public:
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DeferredDisplayList() { clear(); }
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~DeferredDisplayList() { clear(); }
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enum OpBatchId {
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kOpBatch_None = -1, // Don't batch
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kOpBatch_Bitmap,
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kOpBatch_Patch,
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kOpBatch_AlphaVertices,
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kOpBatch_Vertices,
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kOpBatch_AlphaMaskTexture,
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kOpBatch_Text,
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kOpBatch_ColorText,
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kOpBatch_Count, // Add other batch ids before this
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};
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bool isEmpty() { return mBatches.isEmpty(); }
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/**
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* Plays back all of the draw ops recorded into batches to the renderer.
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* Adjusts the state of the renderer as necessary, and restores it when complete
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*/
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2013-03-08 13:12:16 -08:00
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status_t flush(OpenGLRenderer& renderer, Rect& dirty);
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void addClip(OpenGLRenderer& renderer, ClipOp* op);
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void addSaveLayer(OpenGLRenderer& renderer, SaveLayerOp* op, int newSaveCount);
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void addSave(OpenGLRenderer& renderer, SaveOp* op, int newSaveCount);
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2013-03-28 11:25:24 -07:00
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void addRestoreToCount(OpenGLRenderer& renderer, StateOp* op, int newSaveCount);
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2013-02-04 16:16:33 -08:00
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/**
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* Add a draw op into the DeferredDisplayList, reordering as needed (for performance) if
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* disallowReorder is false, respecting draw order when overlaps occur
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*/
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void addDrawOp(OpenGLRenderer& renderer, DrawOp* op);
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private:
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2013-03-19 15:03:48 -07:00
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/**
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* Resets the batching back-pointers, creating a barrier in the operation stream so that no ops
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* added in the future will be inserted into a batch that already exist.
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*/
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void resetBatchingState();
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2013-04-04 14:46:24 -07:00
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void clear();
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void storeStateOpBarrier(OpenGLRenderer& renderer, StateOp* op);
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void storeRestoreToCountBarrier(OpenGLRenderer& renderer, StateOp* op, int newSaveCount);
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bool recordingComplexClip() const { return mComplexClipStackStart >= 0; }
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int getStateOpDeferFlags() const;
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int getDrawOpDeferFlags() const;
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2013-03-19 15:03:48 -07:00
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/**
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* At defer time, stores the *defer time* savecount of save/saveLayer ops that were deferred, so
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* that when an associated restoreToCount is deferred, it can be recorded as a
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* RestoreToCountBatch
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*/
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Vector<int> mSaveStack;
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int mComplexClipStackStart;
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Vector<DrawOpBatch*> mBatches;
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int mBatchIndices[kOpBatch_Count];
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_DEFERRED_DISPLAY_LIST_H
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