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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_GLOPBUILDER_H
     17 #define RENDERSTATE_GLOPBUILDER_H
     18 
     19 #include "Glop.h"
     20 #include "OpenGLRenderer.h"
     21 #include "Program.h"
     22 #include "renderstate/Blend.h"
     23 #include "utils/Macros.h"
     24 
     25 class SkPaint;
     26 class SkShader;
     27 
     28 namespace android {
     29 namespace uirenderer {
     30 
     31 class Caches;
     32 class Matrix4;
     33 class RenderState;
     34 class Texture;
     35 class VertexBuffer;
     36 
     37 namespace TextureFillFlags {
     38     enum {
     39         None = 0,
     40         IsAlphaMaskTexture = 1 << 0,
     41         ForceFilter = 1 << 1,
     42     };
     43 }
     44 
     45 class GlopBuilder {
     46     PREVENT_COPY_AND_ASSIGN(GlopBuilder);
     47 public:
     48     GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
     49 
     50     GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
     51     GlopBuilder& setMeshUnitQuad();
     52     GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
     53     GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
     54     GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
     55     GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
     56     GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
     57     GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
     58     GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
     59     GlopBuilder& setMeshPatchQuads(const Patch& patch);
     60 
     61     GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
     62     GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
     63             const SkPaint* paint, float alphaScale);
     64     GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
     65             const SkPaint& paint, float alphaScale);
     66     GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
     67             const SkPaint& paint, float alphaScale);
     68     GlopBuilder& setFillBlack();
     69     GlopBuilder& setFillClear();
     70     GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
     71             float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
     72     GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
     73     // TODO: Texture should probably know and own its target.
     74     // setFillLayer() forces it to GL_TEXTURE which isn't always correct.
     75     // Similarly setFillLayer normally forces its own wrap & filter mode
     76     GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform);
     77 
     78     GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
     79         return setTransform(*snapshot.transform, transformFlags);
     80     }
     81     GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
     82 
     83     GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
     84     GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
     85     GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
     86         if (snap) {
     87             return setModelViewMapUnitToRectSnap(destination);
     88         } else {
     89             return setModelViewMapUnitToRect(destination);
     90         }
     91     }
     92     GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
     93     GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
     94     GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
     95             float offsetX, float offsetY, const Rect& source) {
     96         if (snap) {
     97             return setModelViewOffsetRectSnap(offsetX, offsetY, source);
     98         } else {
     99             return setModelViewOffsetRect(offsetX, offsetY, source);
    100         }
    101     }
    102     GlopBuilder& setModelViewIdentityEmptyBounds() {
    103         // pass empty rect since not needed for damage / snap
    104         return setModelViewOffsetRect(0, 0, Rect());
    105     }
    106 
    107     GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
    108 
    109     void build();
    110 
    111     static void dump(const Glop& glop);
    112 private:
    113     void setFill(int color, float alphaScale,
    114             SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
    115             const SkShader* shader, const SkColorFilter* colorFilter);
    116 
    117     enum StageFlags {
    118         kInitialStage = 0,
    119         kMeshStage = 1 << 0,
    120         kTransformStage = 1 << 1,
    121         kModelViewStage = 1 << 2,
    122         kFillStage = 1 << 3,
    123         kRoundRectClipStage = 1 << 4,
    124         kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
    125     } mStageFlags;
    126 
    127     ProgramDescription mDescription;
    128     RenderState& mRenderState;
    129     Caches& mCaches;
    130     const SkShader* mShader;
    131     Glop* mOutGlop;
    132 };
    133 
    134 } /* namespace uirenderer */
    135 } /* namespace android */
    136 
    137 #endif // RENDERSTATE_GLOPBUILDER_H
    138