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      1 /*
      2  * Copyright (C) 2014 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 #ifndef RENDERSTATE_H
     17 #define RENDERSTATE_H
     18 
     19 #include <set>
     20 #include <GLES2/gl2.h>
     21 #include <GLES2/gl2ext.h>
     22 #include <utils/Mutex.h>
     23 
     24 #include <private/hwui/DrawGlInfo.h>
     25 
     26 #include "AssetAtlas.h"
     27 #include "Caches.h"
     28 #include "utils/Macros.h"
     29 
     30 namespace android {
     31 namespace uirenderer {
     32 
     33 namespace renderthread {
     34 class CanvasContext;
     35 class RenderThread;
     36 }
     37 
     38 // TODO: Replace Cache's GL state tracking with this. For now it's more a thin
     39 // wrapper of Caches for users to migrate to.
     40 class RenderState {
     41     PREVENT_COPY_AND_ASSIGN(RenderState);
     42 public:
     43     void onGLContextCreated();
     44     void onGLContextDestroyed();
     45 
     46     void setViewport(GLsizei width, GLsizei height);
     47     void getViewport(GLsizei* outWidth, GLsizei* outHeight);
     48 
     49     void bindFramebuffer(GLuint fbo);
     50     GLint getFramebuffer() { return mFramebuffer; }
     51 
     52     void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
     53 
     54     void debugOverdraw(bool enable, bool clear);
     55 
     56     void registerLayer(Layer* layer) {
     57         mActiveLayers.insert(layer);
     58     }
     59     void unregisterLayer(Layer* layer) {
     60         mActiveLayers.erase(layer);
     61     }
     62 
     63     void registerCanvasContext(renderthread::CanvasContext* context) {
     64         mRegisteredContexts.insert(context);
     65     }
     66 
     67     void unregisterCanvasContext(renderthread::CanvasContext* context) {
     68         mRegisteredContexts.erase(context);
     69     }
     70 
     71     void requireGLContext();
     72 
     73     // TODO: This system is a little clunky feeling, this could use some
     74     // more thinking...
     75     void postDecStrong(VirtualLightRefBase* object);
     76 
     77     AssetAtlas& assetAtlas() { return mAssetAtlas; }
     78 
     79 private:
     80     friend class renderthread::RenderThread;
     81     friend class Caches;
     82 
     83     void interruptForFunctorInvoke();
     84     void resumeFromFunctorInvoke();
     85     void assertOnGLThread();
     86 
     87     RenderState(renderthread::RenderThread& thread);
     88     ~RenderState();
     89 
     90     renderthread::RenderThread& mRenderThread;
     91     Caches* mCaches;
     92     AssetAtlas mAssetAtlas;
     93     std::set<Layer*> mActiveLayers;
     94     std::set<renderthread::CanvasContext*> mRegisteredContexts;
     95 
     96     GLsizei mViewportWidth;
     97     GLsizei mViewportHeight;
     98     GLuint mFramebuffer;
     99 
    100     pthread_t mThreadId;
    101 };
    102 
    103 } /* namespace uirenderer */
    104 } /* namespace android */
    105 
    106 #endif /* RENDERSTATE_H */
    107