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