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      1 /*
      2  * Copyright (C) 2015 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_MESHSTATE_H
     17 #define RENDERSTATE_MESHSTATE_H
     18 
     19 #include "Vertex.h"
     20 
     21 #include <GLES2/gl2.h>
     22 #include <GLES2/gl2ext.h>
     23 #include <memory>
     24 
     25 namespace android {
     26 namespace uirenderer {
     27 
     28 class Program;
     29 
     30 // Maximum number of quads that pre-allocated meshes can draw
     31 const uint32_t kMaxNumberOfQuads = 2048;
     32 
     33 // This array is never used directly but used as a memcpy source in the
     34 // OpenGLRenderer constructor
     35 const TextureVertex kUnitQuadVertices[] = {
     36         { 0, 0, 0, 0 },
     37         { 1, 0, 1, 0 },
     38         { 0, 1, 0, 1 },
     39         { 1, 1, 1, 1 },
     40 };
     41 
     42 const GLsizei kVertexStride = sizeof(Vertex);
     43 const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
     44 const GLsizei kTextureVertexStride = sizeof(TextureVertex);
     45 const GLsizei kColorTextureVertexStride = sizeof(ColorTextureVertex);
     46 
     47 const GLsizei kMeshTextureOffset = 2 * sizeof(float);
     48 const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
     49 const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
     50 const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
     51 const GLsizei kUnitQuadCount = 4;
     52 
     53 class MeshState {
     54 private:
     55     friend class RenderState;
     56 
     57 public:
     58     ~MeshState();
     59     void dump();
     60     ///////////////////////////////////////////////////////////////////////////////
     61     // Buffer objects
     62     ///////////////////////////////////////////////////////////////////////////////
     63 
     64     /**
     65      * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
     66      */
     67     void bindMeshBuffer(GLuint buffer);
     68 
     69     /**
     70      * Unbinds the current VBO if active.
     71      */
     72     void unbindMeshBuffer();
     73 
     74     void genOrUpdateMeshBuffer(GLuint* buffer, GLsizeiptr size, const void* data, GLenum usage);
     75     void deleteMeshBuffer(GLuint);
     76 
     77     ///////////////////////////////////////////////////////////////////////////////
     78     // Vertices
     79     ///////////////////////////////////////////////////////////////////////////////
     80     /**
     81      * Binds an attrib to the specified float vertex pointer.
     82      * Assumes a stride of gTextureVertexStride and a size of 2.
     83      */
     84     void bindPositionVertexPointer(const GLvoid* vertices,
     85             GLsizei stride = kTextureVertexStride);
     86 
     87     /**
     88      * Binds an attrib to the specified float vertex pointer.
     89      * Assumes a stride of gTextureVertexStride and a size of 2.
     90      */
     91     void bindTexCoordsVertexPointer(const GLvoid* vertices,
     92             GLsizei stride = kTextureVertexStride);
     93 
     94     /**
     95      * Resets the vertex pointers.
     96      */
     97     void resetVertexPointers();
     98 
     99     void enableTexCoordsVertexArray();
    100     void disableTexCoordsVertexArray();
    101 
    102     ///////////////////////////////////////////////////////////////////////////////
    103     // Indices
    104     ///////////////////////////////////////////////////////////////////////////////
    105     void bindIndicesBuffer(const GLuint buffer);
    106     void unbindIndicesBuffer();
    107 
    108     ///////////////////////////////////////////////////////////////////////////////
    109     // Getters - for use in Glop building
    110     ///////////////////////////////////////////////////////////////////////////////
    111     GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
    112     GLuint getQuadListIBO() { return mQuadListIndices; }
    113 private:
    114     MeshState();
    115 
    116     GLuint mUnitQuadBuffer;
    117 
    118     GLuint mCurrentBuffer;
    119     GLuint mCurrentIndicesBuffer;
    120     GLuint mCurrentPixelBuffer;
    121 
    122     const void* mCurrentPositionPointer;
    123     GLsizei mCurrentPositionStride;
    124     const void* mCurrentTexCoordsPointer;
    125     GLsizei mCurrentTexCoordsStride;
    126 
    127     bool mTexCoordsArrayEnabled;
    128 
    129     // Global index buffer
    130     GLuint mQuadListIndices;
    131 };
    132 
    133 } /* namespace uirenderer */
    134 } /* namespace android */
    135 
    136 #endif // RENDERSTATE_MESHSTATE_H
    137