Glop.h revision 031888744e24b5c7243ac99ec98b78aff5db1c78
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
17#ifndef ANDROID_HWUI_GLOP_H
18#define ANDROID_HWUI_GLOP_H
19
20#include "Matrix.h"
21#include "Rect.h"
22#include "utils/Macros.h"
23
24#include <GLES2/gl2.h>
25#include <GLES2/gl2ext.h>
26#include <SkXfermode.h>
27
28namespace android {
29namespace uirenderer {
30
31class Program;
32
33/*
34 * Enumerates optional vertex attributes
35 *
36 * Position is always enabled by MeshState, these other attributes
37 * are enabled/disabled dynamically based on mesh content.
38 */
39enum VertexAttribFlags {
40    // NOTE: position attribute always enabled
41    kTextureCoord_Attrib = 1 << 0,
42    kColor_Attrib = 1 << 1,
43    kAlpha_Attrib = 1 << 2,
44};
45
46/**
47 * Structure containing all data required to issue a single OpenGL draw
48 *
49 * Includes all of the mesh, fill, and GL state required to perform
50 * the operation. Pieces of data are either directly copied into the
51 * structure, or stored as a pointer or GL object reference to data
52 * managed
53 */
54// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
55struct Glop {
56    Rect bounds;
57
58    struct Mesh {
59        VertexAttribFlags vertexFlags;
60        GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
61        GLuint vertexBufferObject;
62        GLuint indexBufferObject;
63        int vertexCount;
64        GLsizei stride;
65    } mesh;
66
67    struct Fill {
68        Program* program;
69
70        struct Color {
71            float a, r, g, b;
72        } color;
73
74        /* TODO
75        union shader {
76            //...
77        }; TODO
78        union filter {
79            //color
80            //matrix + vector
81        };
82        */
83    } fill;
84
85    struct Transform {
86        Matrix4 ortho; // TODO: out of op, since this is static per FBO
87        Matrix4 modelView;
88        Matrix4 canvas;
89        bool offset;
90    } transform;
91
92    struct Blend {
93        GLenum src;
94        GLenum dst;
95    } blend;
96
97    /**
98     * Additional render state to enumerate:
99     * - scissor + (bits for whether each of LTRB needed?)
100     * - stencil mode (draw into, mask, count, etc)
101     */
102};
103
104} /* namespace uirenderer */
105} /* namespace android */
106
107#endif // ANDROID_HWUI_GLOP_H
108