A clipped saveLayer will cause two draws - first to an onscreen buffer, then again back to the framebuffer. This change - when in overdraw debug - reissues draws associated with a clipped saveLayer, but only to the stencil buffer. Operations within a saveLayer are shown correctly to be twice drawn, and View.setAlpha() without an associated hardware layer, or hasOverlappingRendering() are made more visible. Hardware layers, on any frame that they are updated, similarly draw twice, and will also be counted against the stencil buffer doubly. Note: greater depths of layers - e.g. a saveLayer within a saveLayer - are not respected, as that would require additional region tracking. Change-Id: I61fb0e61038fe66013d59914c20bb47a550dea7d
402 lines
9.4 KiB
C++
402 lines
9.4 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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#ifndef ANDROID_HWUI_LAYER_H
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#define ANDROID_HWUI_LAYER_H
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#include <sys/types.h>
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#include <GLES2/gl2.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 "Rect.h"
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#include "RenderBuffer.h"
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#include "SkiaColorFilter.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 OpenGLRenderer;
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class DisplayList;
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class DeferredDisplayList;
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class DeferStateStruct;
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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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struct Layer {
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Layer(const uint32_t layerWidth, const uint32_t layerHeight);
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~Layer();
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static uint32_t computeIdealWidth(uint32_t layerWidth);
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static uint32_t computeIdealHeight(uint32_t layerHeight);
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/**
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* Calling this method will remove (either by recycling or
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* destroying) the associated FBO, if present, and any render
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* buffer (stencil for instance.)
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*/
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void removeFbo(bool flush = true);
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/**
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* Sets this layer's region to a rectangle. Computes the appropriate
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* texture coordinates.
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*/
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void setRegionAsRect() {
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const android::Rect& bounds = region.getBounds();
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regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
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bounds.rightBottom().x, bounds.rightBottom().y);
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const float texX = 1.0f / float(texture.width);
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const float texY = 1.0f / float(texture.height);
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const float height = layer.getHeight();
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texCoords.set(
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regionRect.left * texX, (height - regionRect.top) * texY,
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regionRect.right * texX, (height - regionRect.bottom) * texY);
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regionRect.translate(layer.left, layer.top);
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}
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void updateDeferred(OpenGLRenderer* renderer, DisplayList* displayList,
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int left, int top, int right, int bottom) {
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this->renderer = renderer;
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this->displayList = displayList;
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const Rect r(left, top, right, bottom);
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dirtyRect.unionWith(r);
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deferredUpdateScheduled = true;
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}
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inline uint32_t getWidth() const {
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return texture.width;
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}
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inline uint32_t getHeight() const {
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return texture.height;
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}
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/**
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* Resize the layer and its texture if needed.
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*
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* @param width The new width of the layer
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* @param height The new height of the layer
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*
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* @return True if the layer was resized or nothing happened, false if
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* a failure occurred during the resizing operation
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*/
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bool resize(const uint32_t width, const uint32_t height);
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void setSize(uint32_t width, uint32_t height) {
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texture.width = width;
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texture.height = height;
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}
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ANDROID_API void setPaint(SkPaint* paint);
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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 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 void setEmpty(bool empty) {
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this->empty = empty;
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}
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inline bool isEmpty() const {
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return empty;
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}
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inline void setFbo(GLuint fbo) {
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this->fbo = fbo;
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}
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inline GLuint getFbo() const {
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return fbo;
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}
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inline void setStencilRenderBuffer(RenderBuffer* renderBuffer) {
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if (RenderBuffer::isStencilBuffer(renderBuffer->getFormat())) {
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this->stencil = renderBuffer;
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, stencil->getName());
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} else {
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ALOGE("The specified render buffer is not a stencil buffer");
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}
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}
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inline RenderBuffer* getStencilRenderBuffer() const {
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return stencil;
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}
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inline GLuint getTexture() const {
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return texture.id;
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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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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 bool isCacheable() const {
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return cacheable;
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}
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inline void setCacheable(bool cacheable) {
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this->cacheable = cacheable;
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}
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inline bool isDirty() const {
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return dirty;
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}
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inline void setDirty(bool dirty) {
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this->dirty = dirty;
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}
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inline bool isTextureLayer() const {
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return textureLayer;
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}
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inline void setTextureLayer(bool textureLayer) {
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this->textureLayer = textureLayer;
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}
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inline SkiaColorFilter* getColorFilter() const {
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return colorFilter;
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}
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ANDROID_API void setColorFilter(SkiaColorFilter* filter);
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inline void bindTexture() const {
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if (texture.id) {
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glBindTexture(renderTarget, texture.id);
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}
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}
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inline void bindStencilRenderBuffer() const {
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if (stencil) {
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stencil->bind();
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}
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}
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inline void generateTexture() {
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if (!texture.id) {
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glGenTextures(1, &texture.id);
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}
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}
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inline void deleteTexture() {
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if (texture.id) {
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glDeleteTextures(1, &texture.id);
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texture.id = 0;
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}
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}
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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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texture.id = 0;
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}
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inline void allocateTexture() {
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#if DEBUG_LAYERS
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ALOGD(" Allocate layer: %dx%d", getWidth(), getHeight());
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#endif
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if (texture.id) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glTexImage2D(renderTarget, 0, GL_RGBA, getWidth(), getHeight(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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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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void defer();
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void flush();
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void render();
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/**
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* Bounds of the layer.
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*/
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Rect layer;
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/**
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* Texture coordinates of the layer.
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*/
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Rect texCoords;
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/**
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* Clipping rectangle.
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*/
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Rect clipRect;
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/**
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* Dirty region indicating what parts of the layer
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* have been drawn.
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*/
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Region region;
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/**
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* If the region is a rectangle, coordinates of the
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* region are stored here.
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*/
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Rect regionRect;
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/**
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* If the layer can be rendered as a mesh, this is non-null.
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*/
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TextureVertex* mesh;
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uint16_t* meshIndices;
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GLsizei meshElementCount;
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/**
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* Used for deferred updates.
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*/
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bool deferredUpdateScheduled;
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OpenGLRenderer* renderer;
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DisplayList* displayList;
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Rect dirtyRect;
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bool debugDrawUpdate;
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bool hasDrawnSinceUpdate;
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private:
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/**
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* Name of the FBO used to render the layer. If the name is 0
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* this layer is not backed by an FBO, but a simple texture.
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*/
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GLuint fbo;
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/**
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* The render buffer used as the stencil buffer.
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*/
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RenderBuffer* stencil;
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/**
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* Indicates whether this layer has been used already.
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*/
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bool empty;
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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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* If set to true (by default), the layer can be reused.
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*/
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bool cacheable;
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/**
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* When set to true, this layer must be treated as a texture
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* layer.
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*/
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bool textureLayer;
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/**
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* When set to true, this layer is dirty and should be cleared
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* before any rendering occurs.
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*/
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bool dirty;
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/**
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* Indicates the render target.
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*/
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GLenum renderTarget;
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/**
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* Color filter used to draw this layer. Optional.
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*/
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SkiaColorFilter* colorFilter;
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/**
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* Opacity of the layer.
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*/
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int alpha;
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/**
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* Blending mode of the layer.
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*/
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SkXfermode::Mode 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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/**
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* Used to defer display lists when the layer is updated with a
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* display list.
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*/
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DeferredDisplayList* deferredList;
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}; // struct Layer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_LAYER_H
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