Romain Guy f219da5e32 Don't blend transparent pixels when rendering layers.
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.

Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
2011-01-16 12:54:25 -08:00

72 lines
1.9 KiB
C++

/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_LAYER_RENDERER_H
#define ANDROID_HWUI_LAYER_RENDERER_H
#include "OpenGLRenderer.h"
#include "Layer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_LAYER_RENDERER
#define LAYER_RENDERER_LOGD(...) LOGD(__VA_ARGS__)
#else
#define LAYER_RENDERER_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class LayerRenderer: public OpenGLRenderer {
public:
LayerRenderer(Layer* layer): mLayer(layer) {
}
~LayerRenderer() {
}
void prepare(bool opaque);
void finish();
bool hasLayer();
Region* getRegion();
static Layer* createLayer(uint32_t width, uint32_t height, bool isOpaque = false);
static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
static void destroyLayer(Layer* layer);
static void destroyLayerDeferred(Layer* layer);
private:
void generateMesh();
Layer* mLayer;
GLuint mPreviousFbo;
}; // class LayerRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_RENDERER_H