Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

102 lines
2.2 KiB
C++

/*
* 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_LAYER_H
#define ANDROID_HWUI_LAYER_H
#include <sys/types.h>
#include <GLES2/gl2.h>
#include <ui/Region.h>
#include <SkXfermode.h>
#include "Rect.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
/**
* A layer has dimensions and is backed by an OpenGL texture or FBO.
*/
struct Layer {
Layer(const uint32_t layerWidth, const uint32_t layerHeight):
width(layerWidth), height(layerHeight) {
}
/**
* Bounds of the layer.
*/
Rect layer;
/**
* Texture coordinates of the layer.
*/
Rect texCoords;
/**
* Name of the FBO used to render the layer. If the name is 0
* this layer is not backed by an FBO, but a simple texture.
*/
GLuint fbo;
/**
* Opacity of the layer.
*/
int alpha;
/**
* Blending mode of the layer.
*/
SkXfermode::Mode mode;
/**
* Indicates whether this layer should be blended.
*/
bool blend;
/**
* Indicates whether this layer has been used already.
*/
bool empty;
/**
* Name of the texture used to render the layer.
*/
GLuint texture;
/**
* Width of the layer texture.
*/
uint32_t width;
/**
* Height of the layer texture.
*/
uint32_t height;
/**
* Dirty region indicating what parts of the layer
* have been drawn.
*/
Region region;
}; // struct Layer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_H