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