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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}, {1, 0, 1, 0}, {0, 1, 0, 1}, {1, 1, 1, 1},
     37 };
     38 
     39 const GLsizei kVertexStride = sizeof(Vertex);
     40 const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
     41 const GLsizei kTextureVertexStride = sizeof(TextureVertex);
     42 const GLsizei kColorTextureVertexStride = sizeof(ColorTextureVertex);
     43 
     44 const GLsizei kMeshTextureOffset = 2 * sizeof(float);
     45 const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
     46 const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
     47 const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
     48 const GLsizei kUnitQuadCount = 4;
     49 
     50 class MeshState {
     51 private:
     52     friend class RenderState;
     53 
     54 public:
     55     ~MeshState();
     56     void dump();
     57     ///////////////////////////////////////////////////////////////////////////////
     58     // Buffer objects
     59     ///////////////////////////////////////////////////////////////////////////////
     60 
     61     /**
     62      * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
     63      */
     64     void bindMeshBuffer(GLuint buffer);
     65 
     66     /**
     67      * Unbinds the current VBO if active.
     68      */
     69     void unbindMeshBuffer();
     70 
     71     void genOrUpdateMeshBuffer(GLuint* buffer, GLsizeiptr size, const void* data, GLenum usage);
     72     void updateMeshBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size, const void* data);
     73     void deleteMeshBuffer(GLuint);
     74 
     75     ///////////////////////////////////////////////////////////////////////////////
     76     // Vertices
     77     ///////////////////////////////////////////////////////////////////////////////
     78     /**
     79      * Binds an attrib to the specified float vertex pointer.
     80      * Assumes a stride of gTextureVertexStride and a size of 2.
     81      */
     82     void bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
     83 
     84     /**
     85      * Binds an attrib to the specified float vertex pointer.
     86      * Assumes a stride of gTextureVertexStride and a size of 2.
     87      */
     88     void bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
     89 
     90     /**
     91      * Resets the vertex pointers.
     92      */
     93     void resetVertexPointers();
     94 
     95     void enableTexCoordsVertexArray();
     96     void disableTexCoordsVertexArray();
     97 
     98     ///////////////////////////////////////////////////////////////////////////////
     99     // Indices
    100     ///////////////////////////////////////////////////////////////////////////////
    101     void bindIndicesBuffer(const GLuint buffer);
    102     void unbindIndicesBuffer();
    103 
    104     ///////////////////////////////////////////////////////////////////////////////
    105     // Getters - for use in Glop building
    106     ///////////////////////////////////////////////////////////////////////////////
    107     GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
    108     GLuint getQuadListIBO() { return mQuadListIndices; }
    109 
    110 private:
    111     MeshState();
    112 
    113     GLuint mUnitQuadBuffer;
    114 
    115     GLuint mCurrentBuffer;
    116     GLuint mCurrentIndicesBuffer;
    117     GLuint mCurrentPixelBuffer;
    118 
    119     const void* mCurrentPositionPointer;
    120     GLsizei mCurrentPositionStride;
    121     const void* mCurrentTexCoordsPointer;
    122     GLsizei mCurrentTexCoordsStride;
    123 
    124     bool mTexCoordsArrayEnabled;
    125 
    126     // Global index buffer
    127     GLuint mQuadListIndices;
    128 };
    129 
    130 } /* namespace uirenderer */
    131 } /* namespace android */
    132 
    133 #endif  // RENDERSTATE_MESHSTATE_H
    134