There is only one caller each for the static functions here so this CL moves the logic to the caller. Also by moving some of the code into the pipeline it makes it easier for future changes to configure how a pipeline handles a layer. Change-Id: Ib735b5154325cbb658fd151f7a19dbf434ab44b7
227 lines
5.0 KiB
C++
227 lines
5.0 KiB
C++
/*
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* Copyright (C) 2010 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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#pragma once
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#include <cutils/compiler.h>
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#include <sys/types.h>
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#include <utils/StrongPointer.h>
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#include <utils/RefBase.h>
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#include <memory>
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#include <GLES2/gl2.h>
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#include <GpuMemoryTracker.h>
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#include <ui/Region.h>
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#include <SkPaint.h>
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#include <SkXfermode.h>
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#include "Matrix.h"
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#include "Rect.h"
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#include "RenderBuffer.h"
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#include "Texture.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Layers
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///////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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class Caches;
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class RenderState;
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/**
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* A layer has dimensions and is backed by an OpenGL texture or FBO.
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*/
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class Layer : public VirtualLightRefBase, GpuMemoryTracker {
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public:
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// layer lifecycle, controlled from outside
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enum class State {
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Uncached = 0,
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InCache = 1,
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FailedToCache = 2,
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RemovedFromCache = 3,
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DeletedFromCache = 4,
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InGarbageList = 5,
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};
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State state; // public for logging/debugging purposes
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Layer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight);
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~Layer();
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inline uint32_t getWidth() const {
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return texture.mWidth;
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}
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inline uint32_t getHeight() const {
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return texture.mHeight;
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}
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void setSize(uint32_t width, uint32_t height) {
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texture.updateSize(width, height, texture.format());
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}
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inline void setBlend(bool blend) {
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texture.blend = blend;
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}
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inline bool isBlend() const {
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return texture.blend;
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}
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inline void setForceFilter(bool forceFilter) {
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this->forceFilter = forceFilter;
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}
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inline bool getForceFilter() const {
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return forceFilter;
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}
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inline void setAlpha(int alpha) {
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this->alpha = alpha;
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}
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inline void setAlpha(int alpha, SkXfermode::Mode mode) {
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this->alpha = alpha;
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this->mode = mode;
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}
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inline int getAlpha() const {
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return alpha;
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}
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inline SkXfermode::Mode getMode() const {
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return mode;
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}
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inline GLuint getTextureId() const {
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return texture.id();
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}
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inline Texture& getTexture() {
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return texture;
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}
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inline GLenum getRenderTarget() const {
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return renderTarget;
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}
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inline void setRenderTarget(GLenum renderTarget) {
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this->renderTarget = renderTarget;
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}
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inline bool isRenderable() const {
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return renderTarget != GL_NONE;
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}
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void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) {
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texture.setWrap(wrap, bindTexture, force, renderTarget);
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}
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void setFilter(GLenum filter, bool bindTexture = false, bool force = false) {
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texture.setFilter(filter, bindTexture, force, renderTarget);
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}
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inline SkColorFilter* getColorFilter() const {
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return colorFilter;
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}
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void setColorFilter(SkColorFilter* filter);
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void bindTexture() const;
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void generateTexture();
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/**
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* When the caller frees the texture itself, the caller
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* must call this method to tell this layer that it lost
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* the texture.
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*/
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void clearTexture();
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inline mat4& getTexTransform() {
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return texTransform;
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}
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inline mat4& getTransform() {
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return transform;
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}
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/**
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* Posts a decStrong call to the appropriate thread.
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* Thread-safe.
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*/
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void postDecStrong();
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/**
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* Lost the GL context but the layer is still around, mark it invalid internally
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* so the dtor knows not to do any GL work
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*/
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void onGlContextLost();
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private:
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Caches& caches;
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RenderState& renderState;
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/**
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* The texture backing this layer.
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*/
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Texture texture;
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/**
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* Indicates the render target.
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*/
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GLenum renderTarget = GL_TEXTURE_2D;
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/**
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* Color filter used to draw this layer. Optional.
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*/
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SkColorFilter* colorFilter = nullptr;
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/**
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* Indicates raster data backing the layer is scaled, requiring filtration.
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*/
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bool forceFilter = false;
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/**
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* Opacity of the layer.
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*/
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int alpha = 255;
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/**
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* Blending mode of the layer.
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*/
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SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode;
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/**
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* Optional texture coordinates transform.
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*/
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mat4 texTransform;
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/**
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* Optional transform.
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*/
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mat4 transform;
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}; // struct Layer
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}; // namespace uirenderer
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}; // namespace android
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