1/* 2 * Copyright (C) 2014 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#ifndef RENDERSTATE_H 17#define RENDERSTATE_H 18 19#include "Caches.h" 20#include "Glop.h" 21#include "renderstate/Blend.h" 22#include "renderstate/MeshState.h" 23#include "renderstate/OffscreenBufferPool.h" 24#include "renderstate/PixelBufferState.h" 25#include "renderstate/Scissor.h" 26#include "renderstate/Stencil.h" 27#include "utils/Macros.h" 28 29#include <set> 30#include <GLES2/gl2.h> 31#include <GLES2/gl2ext.h> 32#include <ui/Region.h> 33#include <utils/Mutex.h> 34#include <utils/Functor.h> 35#include <utils/RefBase.h> 36#include <private/hwui/DrawGlInfo.h> 37 38class GrContext; 39 40namespace android { 41namespace uirenderer { 42 43class Caches; 44class Layer; 45class DeferredLayerUpdater; 46 47namespace renderthread { 48class CanvasContext; 49class RenderThread; 50} 51 52// TODO: Replace Cache's GL state tracking with this. For now it's more a thin 53// wrapper of Caches for users to migrate to. 54class RenderState { 55 PREVENT_COPY_AND_ASSIGN(RenderState); 56 friend class renderthread::RenderThread; 57 friend class Caches; 58public: 59 void onGLContextCreated(); 60 void onGLContextDestroyed(); 61 62 void onVkContextCreated(); 63 void onVkContextDestroyed(); 64 65 void flush(Caches::FlushMode flushMode); 66 void onBitmapDestroyed(uint32_t pixelRefId); 67 68 void setViewport(GLsizei width, GLsizei height); 69 void getViewport(GLsizei* outWidth, GLsizei* outHeight); 70 71 void bindFramebuffer(GLuint fbo); 72 GLuint getFramebuffer() { return mFramebuffer; } 73 GLuint createFramebuffer(); 74 void deleteFramebuffer(GLuint fbo); 75 76 void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info); 77 78 void debugOverdraw(bool enable, bool clear); 79 80 void registerLayer(Layer* layer) { 81 mActiveLayers.insert(layer); 82 } 83 void unregisterLayer(Layer* layer) { 84 mActiveLayers.erase(layer); 85 } 86 87 void registerCanvasContext(renderthread::CanvasContext* context) { 88 mRegisteredContexts.insert(context); 89 } 90 91 void unregisterCanvasContext(renderthread::CanvasContext* context) { 92 mRegisteredContexts.erase(context); 93 } 94 95 void registerDeferredLayerUpdater(DeferredLayerUpdater* layerUpdater) { 96 mActiveLayerUpdaters.insert(layerUpdater); 97 } 98 99 void unregisterDeferredLayerUpdater(DeferredLayerUpdater* layerUpdater) { 100 mActiveLayerUpdaters.erase(layerUpdater); 101 } 102 103 // TODO: This system is a little clunky feeling, this could use some 104 // more thinking... 105 void postDecStrong(VirtualLightRefBase* object); 106 107 void render(const Glop& glop, const Matrix4& orthoMatrix); 108 109 Blend& blend() { return *mBlend; } 110 MeshState& meshState() { return *mMeshState; } 111 Scissor& scissor() { return *mScissor; } 112 Stencil& stencil() { return *mStencil; } 113 114 OffscreenBufferPool& layerPool() { return mLayerPool; } 115 116 GrContext* getGrContext() const; 117 118 void dump(); 119 120private: 121 void interruptForFunctorInvoke(); 122 void resumeFromFunctorInvoke(); 123 void destroyLayersInUpdater(); 124 125 explicit RenderState(renderthread::RenderThread& thread); 126 ~RenderState(); 127 128 129 renderthread::RenderThread& mRenderThread; 130 Caches* mCaches = nullptr; 131 132 Blend* mBlend = nullptr; 133 MeshState* mMeshState = nullptr; 134 Scissor* mScissor = nullptr; 135 Stencil* mStencil = nullptr; 136 137 OffscreenBufferPool mLayerPool; 138 139 std::set<Layer*> mActiveLayers; 140 std::set<DeferredLayerUpdater*> mActiveLayerUpdaters; 141 std::set<renderthread::CanvasContext*> mRegisteredContexts; 142 143 GLsizei mViewportWidth; 144 GLsizei mViewportHeight; 145 GLuint mFramebuffer; 146 147 pthread_t mThreadId; 148}; 149 150} /* namespace uirenderer */ 151} /* namespace android */ 152 153#endif /* RENDERSTATE_H */ 154