Glop.h revision 2ab95d780b023152556d9f8659de734ec7b55047
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    kNone_Attrib = 0,
42    kTextureCoord_Attrib = 1 << 0,
43    kColor_Attrib = 1 << 1,
44    kAlpha_Attrib = 1 << 2,
45};
46
47
48/**
49 * Structure containing all data required to issue a single OpenGL draw
50 *
51 * Includes all of the mesh, fill, and GL state required to perform
52 * the operation. Pieces of data are either directly copied into the
53 * structure, or stored as a pointer or GL object reference to data
54 * managed
55 */
56// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
57struct Glop {
58    struct FloatColor {
59        float a, r, g, b;
60    };
61
62    Rect bounds;
63
64    /*
65     * Stores mesh - vertex and index data.
66     *
67     * buffer objects and void*s are mutually exclusive
68     * indices are optional, currently only GL_UNSIGNED_SHORT supported
69     */
70    struct Mesh {
71        VertexAttribFlags vertexFlags;
72        GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
73        GLuint vertexBufferObject;
74        GLuint indexBufferObject;
75        const void* vertices;
76        const void* indices;
77        int vertexCount;
78        GLsizei stride;
79    } mesh;
80
81    struct Fill {
82        Program* program;
83        FloatColor color;
84
85        /* TODO
86        union shader {
87            //...
88        }; TODO
89        */
90        ProgramDescription::ColorFilterMode filterMode;
91        union Filter {
92            struct Matrix {
93                float matrix[16];
94                float vector[4];
95            } matrix;
96            FloatColor color;
97        } filter;
98    } fill;
99
100    struct Transform {
101        Matrix4 ortho; // TODO: out of op, since this is static per FBO
102        Matrix4 modelView;
103        Matrix4 canvas;
104        bool fudgingOffset;
105    } transform;
106
107    struct Blend {
108        GLenum src;
109        GLenum dst;
110    } blend;
111
112    /**
113     * Additional render state to enumerate:
114     * - scissor + (bits for whether each of LTRB needed?)
115     * - stencil mode (draw into, mask, count, etc)
116     */
117};
118
119} /* namespace uirenderer */
120} /* namespace android */
121
122#endif // ANDROID_HWUI_GLOP_H
123