Layer.h revision b2e2f2470693e78baed20617f989d9a166864ed4
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    ~Layer();
50
51    void removeFbo();
52
53    /**
54     * Sets this layer's region to a rectangle. Computes the appropriate
55     * texture coordinates.
56     */
57    void setRegionAsRect() {
58        const android::Rect& bounds = region.getBounds();
59        regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
60               bounds.rightBottom().x, bounds.rightBottom().y);
61
62        const float texX = 1.0f / float(texture.width);
63        const float texY = 1.0f / float(texture.height);
64        const float height = layer.getHeight();
65        texCoords.set(
66               regionRect.left * texX, (height - regionRect.top) * texY,
67               regionRect.right * texX, (height - regionRect.bottom) * texY);
68
69        regionRect.translate(layer.left, layer.top);
70    }
71
72    void updateDeferred(OpenGLRenderer* renderer, DisplayList* displayList,
73            int left, int top, int right, int bottom) {
74        this->renderer = renderer;
75        this->displayList = displayList;
76        const Rect r(left, top, right, bottom);
77        dirtyRect.unionWith(r);
78        deferredUpdateScheduled = true;
79    }
80
81    inline uint32_t getWidth() {
82        return texture.width;
83    }
84
85    inline uint32_t getHeight() {
86        return texture.height;
87    }
88
89    void setSize(uint32_t width, uint32_t height) {
90        texture.width = width;
91        texture.height = height;
92    }
93
94    ANDROID_API void setPaint(SkPaint* paint);
95
96    inline void setBlend(bool blend) {
97        texture.blend = blend;
98    }
99
100    inline bool isBlend() {
101        return texture.blend;
102    }
103
104    inline void setAlpha(int alpha) {
105        this->alpha = alpha;
106    }
107
108    inline void setAlpha(int alpha, SkXfermode::Mode mode) {
109        this->alpha = alpha;
110        this->mode = mode;
111    }
112
113    inline int getAlpha() {
114        return alpha;
115    }
116
117    inline SkXfermode::Mode getMode() {
118        return mode;
119    }
120
121    inline void setEmpty(bool empty) {
122        this->empty = empty;
123    }
124
125    inline bool isEmpty() {
126        return empty;
127    }
128
129    inline void setFbo(GLuint fbo) {
130        this->fbo = fbo;
131    }
132
133    inline GLuint getFbo() {
134        return fbo;
135    }
136
137    inline GLuint getTexture() {
138        return texture.id;
139    }
140
141    inline GLenum getRenderTarget() {
142        return renderTarget;
143    }
144
145    inline void setRenderTarget(GLenum renderTarget) {
146        this->renderTarget = renderTarget;
147    }
148
149    void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) {
150        texture.setWrap(wrap, bindTexture, force, renderTarget);
151    }
152
153    void setFilter(GLenum filter, bool bindTexture = false, bool force = false) {
154        texture.setFilter(filter, bindTexture, force, renderTarget);
155    }
156
157    inline bool isCacheable() {
158        return cacheable;
159    }
160
161    inline void setCacheable(bool cacheable) {
162        this->cacheable = cacheable;
163    }
164
165    inline bool isTextureLayer() {
166        return textureLayer;
167    }
168
169    inline void setTextureLayer(bool textureLayer) {
170        this->textureLayer = textureLayer;
171    }
172
173    inline SkiaColorFilter* getColorFilter() {
174        return colorFilter;
175    }
176
177    ANDROID_API void setColorFilter(SkiaColorFilter* filter);
178
179    inline void bindTexture() {
180        if (texture.id) {
181            glBindTexture(renderTarget, texture.id);
182        }
183    }
184
185    inline void generateTexture() {
186        if (!texture.id) {
187            glGenTextures(1, &texture.id);
188        }
189    }
190
191    inline void deleteTexture() {
192        if (texture.id) {
193            glDeleteTextures(1, &texture.id);
194            texture.id = 0;
195        }
196    }
197
198    /**
199     * When the caller frees the texture itself, the caller
200     * must call this method to tell this layer that it lost
201     * the texture.
202     */
203    void clearTexture() {
204        texture.id = 0;
205    }
206
207    inline void deleteFbo() {
208        if (fbo) glDeleteFramebuffers(1, &fbo);
209    }
210
211    inline void allocateTexture(GLenum format, GLenum storage) {
212#if DEBUG_LAYERS
213        ALOGD("  Allocate layer: %dx%d", getWidth(), getHeight());
214#endif
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