bug:20063841 Restores old SkShader matrix behavior from before the Glop refactor. Many drawing operations draw without sending the canvas transform to the GL shader. In such cases, we need to adapt the matrix sent to the SkShader logic to invert the canvas transform that's built into the mesh. Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
185 lines
5.0 KiB
C++
185 lines
5.0 KiB
C++
/*
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* Copyright (C) 2015 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_GLOP_H
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#define ANDROID_HWUI_GLOP_H
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#include "FloatColor.h"
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#include "Matrix.h"
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#include "Program.h"
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#include "Rect.h"
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#include "SkiaShader.h"
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#include "utils/Macros.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkXfermode.h>
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namespace android {
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namespace uirenderer {
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class Program;
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class RoundRectClipState;
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class Texture;
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/*
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* Enumerates optional vertex attributes
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*
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* Position is always enabled by MeshState, these other attributes
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* are enabled/disabled dynamically based on mesh content.
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*/
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namespace VertexAttribFlags {
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enum {
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None = 0,
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TextureCoord = 1 << 0,
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Color = 1 << 1,
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Alpha = 1 << 2,
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};
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};
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/*
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* Enumerates transform features
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*/
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namespace TransformFlags {
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enum {
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None = 0,
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// offset the eventual drawing matrix by a tiny amount to
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// disambiguate sampling patterns with non-AA rendering
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OffsetByFudgeFactor = 1 << 0,
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// Canvas transform isn't applied to the mesh at draw time,
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//since it's already built in.
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MeshIgnoresCanvasTransform = 1 << 1,
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};
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};
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/**
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* Structure containing all data required to issue an OpenGL draw
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*
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* Includes all of the mesh, fill, and GL state required to perform
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* the operation. Pieces of data are either directly copied into the
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* structure, or stored as a pointer or GL object reference to data
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* managed.
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*
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* Eventually, a Glop should be able to be drawn multiple times from
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* a single construction, up until GL context destruction. Currently,
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* vertex/index/Texture/RoundRectClipState pointers prevent this from
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* being safe.
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*/
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// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
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struct Glop {
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struct Mesh {
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GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
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// buffer object and void* are mutually exclusive.
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// Only GL_UNSIGNED_SHORT supported.
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struct Indices {
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GLuint bufferObject;
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const void* indices;
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} indices;
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// buffer object and void*s are mutually exclusive.
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// TODO: enforce mutual exclusion with restricted setters and/or unions
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struct Vertices {
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GLuint bufferObject;
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int attribFlags;
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const void* position;
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const void* texCoord;
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const void* color;
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GLsizei stride;
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} vertices;
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int elementCount;
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TextureVertex mappedVertices[4];
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} mesh;
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struct Fill {
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Program* program;
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struct TextureData {
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Texture* texture;
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GLenum target;
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GLenum filter;
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GLenum clamp;
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Matrix4* textureTransform;
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} texture;
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bool colorEnabled;
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FloatColor color;
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ProgramDescription::ColorFilterMode filterMode;
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union Filter {
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struct Matrix {
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float matrix[16];
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float vector[4];
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} matrix;
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FloatColor color;
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} filter;
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SkiaShaderData skiaShaderData;
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} fill;
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struct Transform {
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// Orthographic projection matrix for current FBO
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// TODO: move out of Glop, since this is static per FBO
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Matrix4 ortho;
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// modelView transform, accounting for delta between mesh transform and content of the mesh
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// often represents x/y offsets within command, or scaling for mesh unit size
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Matrix4 modelView;
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// Canvas transform of Glop - not necessarily applied to geometry (see flags)
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Matrix4 canvas;
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int transformFlags;
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const Matrix4& meshTransform() const {
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return (transformFlags & TransformFlags::MeshIgnoresCanvasTransform)
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? Matrix4::identity() : canvas;
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}
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} transform;
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const RoundRectClipState* roundRectClipState;
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/**
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* Blending to be used by this draw - both GL_NONE if blending is disabled.
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*
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* Defined by fill step, but can be force-enabled by presence of kAlpha_Attrib
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*/
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struct Blend {
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GLenum src;
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GLenum dst;
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} blend;
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/**
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* Bounds of the drawing command in layer space. Only mapped into layer
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* space once GlopBuilder::build() is called.
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*/
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Rect bounds;
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/**
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* Additional render state to enumerate:
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* - scissor + (bits for whether each of LTRB needed?)
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* - stencil mode (draw into, mask, count, etc)
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*/
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif // ANDROID_HWUI_GLOP_H
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