RenderState.h revision 44eb2c00861098dd3e2950d923646814b4cc57c2
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 26#include <private/hwui/DrawGlInfo.h> 27#include <renderstate/Blend.h> 28#include "AssetAtlas.h" 29#include "Caches.h" 30#include "renderstate/MeshState.h" 31#include "renderstate/PixelBufferState.h" 32#include "renderstate/Scissor.h" 33#include "renderstate/Stencil.h" 34#include "utils/Macros.h" 35 36namespace android { 37namespace uirenderer { 38 39class Caches; 40class Layer; 41 42namespace renderthread { 43class CanvasContext; 44class RenderThread; 45} 46 47// TODO: Replace Cache's GL state tracking with this. For now it's more a thin 48// wrapper of Caches for users to migrate to. 49class RenderState { 50 PREVENT_COPY_AND_ASSIGN(RenderState); 51public: 52 void onGLContextCreated(); 53 void onGLContextDestroyed(); 54 55 void setViewport(GLsizei width, GLsizei height); 56 void getViewport(GLsizei* outWidth, GLsizei* outHeight); 57 58 void bindFramebuffer(GLuint fbo); 59 GLint getFramebuffer() { return mFramebuffer; } 60 61 void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info); 62 63 void debugOverdraw(bool enable, bool clear); 64 65 void registerLayer(Layer* layer) { 66 mActiveLayers.insert(layer); 67 } 68 void unregisterLayer(Layer* layer) { 69 mActiveLayers.erase(layer); 70 } 71 72 void registerCanvasContext(renderthread::CanvasContext* context) { 73 mRegisteredContexts.insert(context); 74 } 75 76 void unregisterCanvasContext(renderthread::CanvasContext* context) { 77 mRegisteredContexts.erase(context); 78 } 79 80 void requireGLContext(); 81 82 // TODO: This system is a little clunky feeling, this could use some 83 // more thinking... 84 void postDecStrong(VirtualLightRefBase* object); 85 86 AssetAtlas& assetAtlas() { return mAssetAtlas; } 87 Blend& blend() { return *mBlend; } 88 MeshState& meshState() { return *mMeshState; } 89 Scissor& scissor() { return *mScissor; } 90 Stencil& stencil() { return *mStencil; } 91private: 92 friend class renderthread::RenderThread; 93 friend class Caches; 94 95 void interruptForFunctorInvoke(); 96 void resumeFromFunctorInvoke(); 97 void assertOnGLThread(); 98 99 RenderState(renderthread::RenderThread& thread); 100 ~RenderState(); 101 102 103 renderthread::RenderThread& mRenderThread; 104 Caches* mCaches = nullptr; 105 106 Blend* mBlend = nullptr; 107 MeshState* mMeshState = nullptr; 108 Scissor* mScissor = nullptr; 109 Stencil* mStencil = nullptr; 110 111 AssetAtlas mAssetAtlas; 112 std::set<Layer*> mActiveLayers; 113 std::set<renderthread::CanvasContext*> mRegisteredContexts; 114 115 GLsizei mViewportWidth; 116 GLsizei mViewportHeight; 117 GLuint mFramebuffer; 118 119 pthread_t mThreadId; 120}; 121 122} /* namespace uirenderer */ 123} /* namespace android */ 124 125#endif /* RENDERSTATE_H */ 126