551d08e2d5
This CL extracts the android_dataspace from the GLConsumer and converts it to a SkColorSpace. HWUI always expects to composite into an sRGB destination so when we draw the layer we run the draw through a colorFilter that converts the input colorSpace into that of the destination. Test: CtsViewTestCases Bug: 78016220 Merged-In: Ic0446a0d861e86a5a9d0382346b57fcc45c8a61b Change-Id: Ic0446a0d861e86a5a9d0382346b57fcc45c8a61b
80 lines
2.2 KiB
C++
80 lines
2.2 KiB
C++
/*
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* Copyright (C) 2017 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 "Layer.h"
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#include "Texture.h"
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namespace android {
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namespace uirenderer {
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// Forward declarations
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class Caches;
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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 GlLayer : public Layer {
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public:
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GlLayer(RenderState& renderState, uint32_t layerWidth, uint32_t layerHeight,
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sk_sp<SkColorFilter> colorFilter, int alpha, SkBlendMode mode, bool blend);
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virtual ~GlLayer();
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uint32_t getWidth() const override { return texture.mWidth; }
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uint32_t getHeight() const override { return texture.mHeight; }
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void setSize(uint32_t width, uint32_t height) override {
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texture.updateLayout(width, height, texture.internalFormat(), texture.format(),
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texture.target());
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}
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void setBlend(bool blend) override { texture.blend = blend; }
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bool isBlend() const override { return texture.blend; }
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inline GLuint getTextureId() const { return texture.id(); }
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inline Texture& getTexture() { return texture; }
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inline GLenum getRenderTarget() const { return texture.target(); }
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inline bool isRenderable() const { return texture.target() != GL_NONE; }
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void setRenderTarget(GLenum renderTarget);
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void generateTexture();
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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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/**
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* The texture backing this layer.
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*/
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Texture texture;
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}; // struct GlLayer
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}; // namespace uirenderer
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}; // namespace android
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