Glop.h revision 6c15ffa196fc9b7724c189d833c3435d8db12266
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
27namespace android {
28namespace uirenderer {
29
30/*
31 * Enumerates optional vertex attributes
32 *
33 * Position is always enabled by MeshState, these other attributes
34 * are enabled/disabled dynamically based on mesh content.
35 */
36enum VertexAttribFlags {
37    // NOTE: position attribute always enabled
38    kTextureCoord_Attrib = 1 << 0,
39    kColor_Attrib = 1 << 1,
40    kAlpha_Attrib = 1 << 2,
41};
42
43/**
44 * Structure containing all data required to issue a single OpenGL draw
45 *
46 * Includes all of the mesh, fill, and GL state required to perform
47 * the operation. Pieces of data are either directly copied into the
48 * structure, or stored as a pointer or GL object reference to data
49 * managed
50 */
51// TODO: PREVENT_COPY_AND_ASSIGN(...) or similar
52struct Glop {
53    Rect bounds;
54
55    struct Mesh {
56        VertexAttribFlags vertexFlags = static_cast<VertexAttribFlags>(0);
57        GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
58        GLuint vertexBufferObject = 0;
59        GLuint indexBufferObject = 0;
60        int vertexCount;
61        GLsizei stride;
62    } mesh;
63
64    struct Fill {
65        Program* program;
66        GLuint shaderId;
67        GLuint textureId;
68
69        struct Color {
70            float a, r, g, b;
71        } color;
72
73        /* TODO
74        union shader {
75            //...
76        }; TODO
77        union filter {
78            //color
79            //matrix + vector
80        };
81        */
82    } fill;
83
84    struct Transform {
85        Matrix4 ortho; // TODO: out of op, since this is static per FBO
86        Matrix4 modelView;
87        Matrix4 canvas;
88        bool offset;
89    } transform;
90
91    struct Blend {
92        static const SkXfermode::Mode kDisable =
93                static_cast<SkXfermode::Mode>(SkXfermode::kLastMode + 1);
94        SkXfermode::Mode mode;
95        bool swapSrcDst;
96    } blend;
97
98    /**
99     * Additional render state to enumerate:
100     * - scissor + (bits for whether each of LTRB needed?)
101     * - stencil mode (draw into, mask, count, etc)
102     */
103};
104
105} /* namespace uirenderer */
106} /* namespace android */
107
108#endif // ANDROID_HWUI_GLOP_H
109