Previously, to draw a layered view with a changed Paint object for the drawLayer operation, you'd have to invalidate the parent view, to get the native DisplayList to pick up the new Paint properties. This change adds API and functionality so that the developer can call setLayerPaint(), which does the proper invalidation (lightweight, doesn't cause redrawing the view). Issue #6923810 Make it easy to efficiently animate a layer's Paint Change-Id: I7fea79788d50f6d9c86dd5e5b2a4490cb95142bb
322 lines
7.2 KiB
C++
322 lines
7.2 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 <SkXfermode.h>
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#include "Rect.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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/**
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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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mesh = NULL;
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meshIndices = NULL;
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meshElementCount = 0;
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cacheable = true;
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textureLayer = false;
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renderTarget = GL_TEXTURE_2D;
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texture.width = layerWidth;
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texture.height = layerHeight;
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colorFilter = NULL;
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deferredUpdateScheduled = false;
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renderer = NULL;
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displayList = NULL;
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}
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~Layer();
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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() {
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return texture.width;
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}
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inline uint32_t getHeight() {
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return texture.height;
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}
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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() {
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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() {
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return alpha;
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}
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inline SkXfermode::Mode getMode() {
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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() {
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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() {
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return fbo;
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}
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inline GLuint* getTexturePointer() {
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return &texture.id;
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}
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inline GLuint getTexture() {
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return texture.id;
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}
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inline GLenum getRenderTarget() {
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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() {
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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 isTextureLayer() {
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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() {
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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() {
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glBindTexture(renderTarget, texture.id);
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}
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inline void generateTexture() {
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glGenTextures(1, &texture.id);
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}
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inline void deleteTexture() {
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if (texture.id) glDeleteTextures(1, &texture.id);
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}
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inline void deleteFbo() {
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if (fbo) glDeleteFramebuffers(1, &fbo);
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}
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inline void allocateTexture(GLenum format, GLenum storage) {
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glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0, format, storage, NULL);
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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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/**
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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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* 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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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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* 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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* 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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}; // 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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