RenderState.h revision 117bdbcfa3e8306dad21e7e01fa71b00cdfa7265
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 <set>
20#include <GLES2/gl2.h>
21#include <GLES2/gl2ext.h>
22#include <utils/Mutex.h>
23#include <utils/Functor.h>
24#include <utils/RefBase.h>
25#include <private/hwui/DrawGlInfo.h>
26#include <renderstate/Blend.h>
27
28#include "AssetAtlas.h"
29#include "Caches.h"
30#include "Glop.h"
31#include "renderstate/MeshState.h"
32#include "renderstate/PixelBufferState.h"
33#include "renderstate/Scissor.h"
34#include "renderstate/Stencil.h"
35#include "utils/Macros.h"
36
37namespace android {
38namespace uirenderer {
39
40class Caches;
41class Layer;
42
43namespace renderthread {
44class CanvasContext;
45class RenderThread;
46}
47
48// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
49// wrapper of Caches for users to migrate to.
50class RenderState {
51    PREVENT_COPY_AND_ASSIGN(RenderState);
52public:
53    void onGLContextCreated();
54    void onGLContextDestroyed();
55
56    void setViewport(GLsizei width, GLsizei height);
57    void getViewport(GLsizei* outWidth, GLsizei* outHeight);
58
59    void bindFramebuffer(GLuint fbo);
60    GLint getFramebuffer() { return mFramebuffer; }
61
62    void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
63
64    void debugOverdraw(bool enable, bool clear);
65
66    void registerLayer(Layer* layer) {
67        mActiveLayers.insert(layer);
68    }
69    void unregisterLayer(Layer* layer) {
70        mActiveLayers.erase(layer);
71    }
72
73    void registerCanvasContext(renderthread::CanvasContext* context) {
74        mRegisteredContexts.insert(context);
75    }
76
77    void unregisterCanvasContext(renderthread::CanvasContext* context) {
78        mRegisteredContexts.erase(context);
79    }
80
81    void requireGLContext();
82
83    // TODO: This system is a little clunky feeling, this could use some
84    // more thinking...
85    void postDecStrong(VirtualLightRefBase* object);
86
87    void render(const Glop& glop);
88
89    AssetAtlas& assetAtlas() { return mAssetAtlas; }
90    Blend& blend() { return *mBlend; }
91    MeshState& meshState() { return *mMeshState; }
92    Scissor& scissor() { return *mScissor; }
93    Stencil& stencil() { return *mStencil; }
94
95    void dump();
96private:
97    friend class renderthread::RenderThread;
98    friend class Caches;
99
100    void interruptForFunctorInvoke();
101    void resumeFromFunctorInvoke();
102    void assertOnGLThread();
103
104    RenderState(renderthread::RenderThread& thread);
105    ~RenderState();
106
107
108    renderthread::RenderThread& mRenderThread;
109    Caches* mCaches = nullptr;
110
111    Blend* mBlend = nullptr;
112    MeshState* mMeshState = nullptr;
113    Scissor* mScissor = nullptr;
114    Stencil* mStencil = nullptr;
115
116    AssetAtlas mAssetAtlas;
117    std::set<Layer*> mActiveLayers;
118    std::set<renderthread::CanvasContext*> mRegisteredContexts;
119
120    GLsizei mViewportWidth;
121    GLsizei mViewportHeight;
122    GLuint mFramebuffer;
123
124    pthread_t mThreadId;
125};
126
127} /* namespace uirenderer */
128} /* namespace android */
129
130#endif /* RENDERSTATE_H */
131