1 /* 2 * Copyright 2018 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 #pragma once 18 19 #include <math/mat4.h> 20 #include <math/vec3.h> 21 #include <renderengine/Texture.h> 22 #include <ui/Fence.h> 23 #include <ui/FloatRect.h> 24 #include <ui/GraphicBuffer.h> 25 #include <ui/GraphicTypes.h> 26 #include <ui/Rect.h> 27 #include <ui/Region.h> 28 #include <ui/Transform.h> 29 30 namespace android { 31 namespace renderengine { 32 33 // Metadata describing the input buffer to render from. 34 struct Buffer { 35 // Buffer containing the image that we will render. 36 // If buffer == nullptr, then the rest of the fields in this struct will be 37 // ignored. 38 sp<GraphicBuffer> buffer = nullptr; 39 40 // Fence that will fire when the buffer is ready to be bound. 41 sp<Fence> fence = nullptr; 42 43 // Texture identifier to bind the external texture to. 44 // TODO(alecmouri): This is GL-specific...make the type backend-agnostic. 45 uint32_t textureName = 0; 46 47 // Whether to use filtering when rendering the texture. 48 bool useTextureFiltering = false; 49 50 // Transform matrix to apply to texture coordinates. 51 mat4 textureTransform = mat4(); 52 53 // Wheteher to use pre-multiplied alpha 54 bool usePremultipliedAlpha = true; 55 56 // Override flag that alpha for each pixel in the buffer *must* be 1.0. 57 // LayerSettings::alpha is still used if isOpaque==true - this flag only 58 // overrides the alpha channel of the buffer. 59 bool isOpaque = false; 60 61 // HDR color-space setting for Y410. 62 bool isY410BT2020 = false; 63 }; 64 65 // Metadata describing the layer geometry. 66 struct Geometry { 67 // Boundaries of the layer. 68 FloatRect boundaries = FloatRect(); 69 70 // Transform matrix to apply to mesh coordinates. 71 mat4 positionTransform = mat4(); 72 73 // Radius of rounded corners, if greater than 0. Otherwise, this layer's 74 // corners are not rounded. 75 // Having corner radius will force GPU composition on the layer and its children, drawing it 76 // with a special shader. The shader will receive the radius and the crop rectangle as input, 77 // modifying the opacity of the destination texture, multiplying it by a number between 0 and 1. 78 // We query Layer#getRoundedCornerState() to retrieve the radius as well as the rounded crop 79 // rectangle to figure out how to apply the radius for this layer. The crop rectangle will be 80 // in local layer coordinate space, so we have to take the layer transform into account when 81 // walking up the tree. 82 float roundedCornersRadius = 0.0; 83 84 // Rectangle within which corners will be rounded. 85 FloatRect roundedCornersCrop = FloatRect(); 86 }; 87 88 // Descriptor of the source pixels for this layer. 89 struct PixelSource { 90 // Source buffer 91 Buffer buffer = Buffer(); 92 93 // The solid color with which to fill the layer. 94 // This should only be populated if we don't render from an application 95 // buffer. 96 half3 solidColor = half3(0.0f, 0.0f, 0.0f); 97 }; 98 99 // The settings that RenderEngine requires for correctly rendering a Layer. 100 struct LayerSettings { 101 // Geometry information 102 Geometry geometry = Geometry(); 103 104 // Source pixels for this layer. 105 PixelSource source = PixelSource(); 106 107 // Alpha option to blend with the source pixels 108 half alpha = half(0.0); 109 110 // Color space describing how the source pixels should be interpreted. 111 ui::Dataspace sourceDataspace = ui::Dataspace::UNKNOWN; 112 113 // Additional layer-specific color transform to be applied before the global 114 // transform. 115 mat4 colorTransform = mat4(); 116 117 // True if blending will be forced to be disabled. 118 bool disableBlending = false; 119 }; 120 121 } // namespace renderengine 122 } // namespace android 123