bug:15860114 Savelayers and HW layers both now support shadow casting. For save layers, the light source should always be correct, for HW layers, the light source position is set when the layer is created, and updated when it is resized. Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
416 lines
9.7 KiB
C++
416 lines
9.7 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 <cutils/compiler.h>
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#include <sys/types.h>
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#include <utils/StrongPointer.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 "Matrix.h"
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#include "Rect.h"
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#include "RenderBuffer.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 Caches;
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class RenderState;
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class OpenGLRenderer;
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class RenderNode;
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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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class Layer {
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public:
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Layer(RenderState& renderState, 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 setWindowTransform(Matrix4& windowTransform) {
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cachedInvTransformInWindow.loadInverse(windowTransform);
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rendererLightPosDirty = true;
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}
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void updateDeferred(RenderNode* renderNode, int left, int top, int right, int bottom);
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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(const 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 setForceFilter(bool forceFilter) {
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this->forceFilter = forceFilter;
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}
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inline bool getForceFilter() const {
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return forceFilter;
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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 SkColorFilter* getColorFilter() const {
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return colorFilter;
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}
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ANDROID_API void setColorFilter(SkColorFilter* filter);
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inline void setConvexMask(const SkPath* convexMask) {
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this->convexMask = convexMask;
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}
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inline const SkPath* getConvexMask() {
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return convexMask;
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}
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void bindStencilRenderBuffer() const;
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void bindTexture() const;
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void generateTexture();
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void allocateTexture();
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void deleteTexture();
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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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ANDROID_API void clearTexture();
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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(const OpenGLRenderer& rootRenderer);
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void cancelDefer();
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void flush();
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void render(const OpenGLRenderer& rootRenderer);
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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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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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sp<RenderNode> renderNode;
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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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void requireRenderer();
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void updateLightPosFromRenderer(const OpenGLRenderer& rootRenderer);
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Caches& caches;
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RenderState& renderState;
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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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SkColorFilter* colorFilter;
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/**
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* Indicates raster data backing the layer is scaled, requiring filtration.
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*/
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bool forceFilter;
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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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* Cached transform of layer in window, updated only on creation / resize
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*/
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mat4 cachedInvTransformInWindow;
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bool rendererLightPosDirty;
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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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/**
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* This convex path should be used to mask the layer's draw to the screen.
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*
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* Data not owned/managed by layer object.
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*/
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const SkPath* convexMask;
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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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