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