Layer.h revision 2bf68f063b0077ddef6ebfe54f2ae5e063c2c229
1/*
2 * Copyright (C) 2010 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
17#ifndef ANDROID_HWUI_LAYER_H
18#define ANDROID_HWUI_LAYER_H
19
20#include <sys/types.h>
21
22#include <GLES2/gl2.h>
23
24#include <ui/Region.h>
25
26#include <SkXfermode.h>
27
28#include "Rect.h"
29#include "SkiaColorFilter.h"
30#include "Texture.h"
31#include "Vertex.h"
32
33namespace android {
34namespace uirenderer {
35
36///////////////////////////////////////////////////////////////////////////////
37// Layers
38///////////////////////////////////////////////////////////////////////////////
39
40// Forward declarations
41class OpenGLRenderer;
42class DisplayList;
43
44/**
45 * A layer has dimensions and is backed by an OpenGL texture or FBO.
46 */
47struct Layer {
48    Layer(const uint32_t layerWidth, const uint32_t layerHeight) {
49        mesh = NULL;
50        meshIndices = NULL;
51        meshElementCount = 0;
52        cacheable = true;
53        textureLayer = false;
54        renderTarget = GL_TEXTURE_2D;
55        texture.width = layerWidth;
56        texture.height = layerHeight;
57        colorFilter = NULL;
58        deferredUpdateScheduled = false;
59        renderer = NULL;
60        displayList = NULL;
61    }
62
63    ~Layer() {
64        if (mesh) delete mesh;
65        if (meshIndices) delete meshIndices;
66    }
67
68    /**
69     * Sets this layer's region to a rectangle. Computes the appropriate
70     * texture coordinates.
71     */
72    void setRegionAsRect() {
73        const android::Rect& bounds = region.getBounds();
74        regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
75               bounds.rightBottom().x, bounds.rightBottom().y);
76
77        const float texX = 1.0f / float(texture.width);
78        const float texY = 1.0f / float(texture.height);
79        const float height = layer.getHeight();
80        texCoords.set(
81               regionRect.left * texX, (height - regionRect.top) * texY,
82               regionRect.right * texX, (height - regionRect.bottom) * texY);
83
84        regionRect.translate(layer.left, layer.top);
85    }
86
87    void updateDeferred(OpenGLRenderer* renderer, DisplayList* displayList,
88            int left, int top, int right, int bottom) {
89        this->renderer = renderer;
90        this->displayList = displayList;
91        const Rect r(left, top, right, bottom);
92        dirtyRect.unionWith(r);
93        deferredUpdateScheduled = true;
94    }
95
96    inline uint32_t getWidth() {
97        return texture.width;
98    }
99
100    inline uint32_t getHeight() {
101        return texture.height;
102    }
103
104    void setSize(uint32_t width, uint32_t height) {
105        texture.width = width;
106        texture.height = height;
107    }
108
109    inline void setBlend(bool blend) {
110        texture.blend = blend;
111    }
112
113    inline bool isBlend() {
114        return texture.blend;
115    }
116
117    inline void setAlpha(int alpha) {
118        this->alpha = alpha;
119    }
120
121    inline void setAlpha(int alpha, SkXfermode::Mode mode) {
122        this->alpha = alpha;
123        this->mode = mode;
124    }
125
126    inline int getAlpha() {
127        return alpha;
128    }
129
130    inline SkXfermode::Mode getMode() {
131        return mode;
132    }
133
134    inline void setEmpty(bool empty) {
135        this->empty = empty;
136    }
137
138    inline bool isEmpty() {
139        return empty;
140    }
141
142    inline void setFbo(GLuint fbo) {
143        this->fbo = fbo;
144    }
145
146    inline GLuint getFbo() {
147        return fbo;
148    }
149
150    inline GLuint* getTexturePointer() {
151        return &texture.id;
152    }
153
154    inline GLuint getTexture() {
155        return texture.id;
156    }
157
158    inline GLenum getRenderTarget() {
159        return renderTarget;
160    }
161
162    inline void setRenderTarget(GLenum renderTarget) {
163        this->renderTarget = renderTarget;
164    }
165
166    void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) {
167        texture.setWrap(wrap, bindTexture, force, renderTarget);
168    }
169
170    void setFilter(GLenum filter, bool bindTexture = false, bool force = false) {
171        texture.setFilter(filter, bindTexture, force, renderTarget);
172    }
173
174    inline bool isCacheable() {
175        return cacheable;
176    }
177
178    inline void setCacheable(bool cacheable) {
179        this->cacheable = cacheable;
180    }
181
182    inline bool isTextureLayer() {
183        return textureLayer;
184    }
185
186    inline void setTextureLayer(bool textureLayer) {
187        this->textureLayer = textureLayer;
188    }
189
190    inline SkiaColorFilter* getColorFilter() {
191        return colorFilter;
192    }
193
194    inline void setColorFilter(SkiaColorFilter* filter) {
195        colorFilter = filter;
196    }
197
198    inline void bindTexture() {
199        glBindTexture(renderTarget, texture.id);
200    }
201
202    inline void generateTexture() {
203        glGenTextures(1, &texture.id);
204    }
205
206    inline void deleteTexture() {
207        if (texture.id) glDeleteTextures(1, &texture.id);
208    }
209
210    inline void deleteFbo() {
211        if (fbo) glDeleteFramebuffers(1, &fbo);
212    }
213
214    inline void allocateTexture(GLenum format, GLenum storage) {
215        glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0, format, storage, NULL);
216    }
217
218    inline mat4& getTexTransform() {
219        return texTransform;
220    }
221
222    inline mat4& getTransform() {
223        return transform;
224    }
225
226    /**
227     * Bounds of the layer.
228     */
229    Rect layer;
230    /**
231     * Texture coordinates of the layer.
232     */
233    Rect texCoords;
234
235    /**
236     * Dirty region indicating what parts of the layer
237     * have been drawn.
238     */
239    Region region;
240    /**
241     * If the region is a rectangle, coordinates of the
242     * region are stored here.
243     */
244    Rect regionRect;
245
246    /**
247     * If the layer can be rendered as a mesh, this is non-null.
248     */
249    TextureVertex* mesh;
250    uint16_t* meshIndices;
251    GLsizei meshElementCount;
252
253    /**
254     * Used for deferred updates.
255     */
256    bool deferredUpdateScheduled;
257    OpenGLRenderer* renderer;
258    DisplayList* displayList;
259    Rect dirtyRect;
260
261private:
262    /**
263     * Name of the FBO used to render the layer. If the name is 0
264     * this layer is not backed by an FBO, but a simple texture.
265     */
266    GLuint fbo;
267
268    /**
269     * Indicates whether this layer has been used already.
270     */
271    bool empty;
272
273    /**
274     * The texture backing this layer.
275     */
276    Texture texture;
277
278    /**
279     * If set to true (by default), the layer can be reused.
280     */
281    bool cacheable;
282
283    /**
284     * When set to true, this layer must be treated as a texture
285     * layer.
286     */
287    bool textureLayer;
288
289    /**
290     * Indicates the render target.
291     */
292    GLenum renderTarget;
293
294    /**
295     * Color filter used to draw this layer. Optional.
296     */
297    SkiaColorFilter* colorFilter;
298
299    /**
300     * Opacity of the layer.
301     */
302    int alpha;
303    /**
304     * Blending mode of the layer.
305     */
306    SkXfermode::Mode mode;
307
308    /**
309     * Optional texture coordinates transform.
310     */
311    mat4 texTransform;
312
313    /**
314     * Optional transform.
315     */
316    mat4 transform;
317
318}; // struct Layer
319
320}; // namespace uirenderer
321}; // namespace android
322
323#endif // ANDROID_HWUI_LAYER_H
324