bug:22480459 bug:26358504 Adds complex (non-rectangular) clipping support, and overdraw visualization. Doesn't support stencil clipping in layers. Change-Id: I8d10c7f1d2769ab5756774ca672344cc09901f87
181 lines
4.9 KiB
C++
181 lines
4.9 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, // TODO: remove for HWUI_NEW_OPS
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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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// 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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