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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 "AssetAtlas.h"
     20 #include "Caches.h"
     21 #include "Glop.h"
     22 #include "renderstate/Blend.h"
     23 #include "renderstate/MeshState.h"
     24 #include "renderstate/OffscreenBufferPool.h"
     25 #include "renderstate/PixelBufferState.h"
     26 #include "renderstate/Scissor.h"
     27 #include "renderstate/Stencil.h"
     28 #include "utils/Macros.h"
     29 
     30 #include <set>
     31 #include <GLES2/gl2.h>
     32 #include <GLES2/gl2ext.h>
     33 #include <ui/Region.h>
     34 #include <utils/Mutex.h>
     35 #include <utils/Functor.h>
     36 #include <utils/RefBase.h>
     37 #include <private/hwui/DrawGlInfo.h>
     38 
     39 namespace android {
     40 namespace uirenderer {
     41 
     42 class Caches;
     43 class Layer;
     44 
     45 namespace renderthread {
     46 class CanvasContext;
     47 class RenderThread;
     48 }
     49 
     50 // TODO: Replace Cache's GL state tracking with this. For now it's more a thin
     51 // wrapper of Caches for users to migrate to.
     52 class RenderState {
     53     PREVENT_COPY_AND_ASSIGN(RenderState);
     54     friend class renderthread::RenderThread;
     55     friend class Caches;
     56 public:
     57     void onGLContextCreated();
     58     void onGLContextDestroyed();
     59 
     60     void flush(Caches::FlushMode flushMode);
     61 
     62     void setViewport(GLsizei width, GLsizei height);
     63     void getViewport(GLsizei* outWidth, GLsizei* outHeight);
     64 
     65     void bindFramebuffer(GLuint fbo);
     66     GLuint getFramebuffer() { return mFramebuffer; }
     67     GLuint createFramebuffer();
     68     void deleteFramebuffer(GLuint fbo);
     69 
     70     void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
     71 
     72     void debugOverdraw(bool enable, bool clear);
     73 
     74     void registerLayer(Layer* layer) {
     75         mActiveLayers.insert(layer);
     76     }
     77     void unregisterLayer(Layer* layer) {
     78         mActiveLayers.erase(layer);
     79     }
     80 
     81     void registerCanvasContext(renderthread::CanvasContext* context) {
     82         mRegisteredContexts.insert(context);
     83     }
     84 
     85     void unregisterCanvasContext(renderthread::CanvasContext* context) {
     86         mRegisteredContexts.erase(context);
     87     }
     88 
     89     // TODO: This system is a little clunky feeling, this could use some
     90     // more thinking...
     91     void postDecStrong(VirtualLightRefBase* object);
     92 
     93     void render(const Glop& glop, const Matrix4& orthoMatrix);
     94 
     95     AssetAtlas& assetAtlas() { return mAssetAtlas; }
     96     Blend& blend() { return *mBlend; }
     97     MeshState& meshState() { return *mMeshState; }
     98     Scissor& scissor() { return *mScissor; }
     99     Stencil& stencil() { return *mStencil; }
    100 
    101     OffscreenBufferPool& layerPool() { return mLayerPool; }
    102 
    103     void dump();
    104 
    105 private:
    106     void interruptForFunctorInvoke();
    107     void resumeFromFunctorInvoke();
    108 
    109     RenderState(renderthread::RenderThread& thread);
    110     ~RenderState();
    111 
    112 
    113     renderthread::RenderThread& mRenderThread;
    114     Caches* mCaches = nullptr;
    115 
    116     Blend* mBlend = nullptr;
    117     MeshState* mMeshState = nullptr;
    118     Scissor* mScissor = nullptr;
    119     Stencil* mStencil = nullptr;
    120 
    121     OffscreenBufferPool mLayerPool;
    122 
    123     AssetAtlas mAssetAtlas;
    124     std::set<Layer*> mActiveLayers;
    125     std::set<renderthread::CanvasContext*> mRegisteredContexts;
    126 
    127     GLsizei mViewportWidth;
    128     GLsizei mViewportHeight;
    129     GLuint mFramebuffer;
    130 
    131     pthread_t mThreadId;
    132 };
    133 
    134 } /* namespace uirenderer */
    135 } /* namespace android */
    136 
    137 #endif /* RENDERSTATE_H */
    138