• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 #ifndef RENDERSTATE_GLOPBUILDER_H
17 #define RENDERSTATE_GLOPBUILDER_H
18 
19 #include "Glop.h"
20 #include "OpenGLRenderer.h"
21 #include "Program.h"
22 #include "renderstate/Blend.h"
23 #include "utils/Macros.h"
24 
25 class SkPaint;
26 class SkShader;
27 
28 namespace android {
29 namespace uirenderer {
30 
31 class Caches;
32 class Matrix4;
33 class RenderState;
34 class Texture;
35 class VertexBuffer;
36 
37 namespace TextureFillFlags {
38     enum {
39         None = 0,
40         IsAlphaMaskTexture = 1 << 0,
41         ForceFilter = 1 << 1,
42     };
43 }
44 
45 class GlopBuilder {
46     PREVENT_COPY_AND_ASSIGN(GlopBuilder);
47 public:
48     GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
49 
50     GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
51     GlopBuilder& setMeshUnitQuad();
52     GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
53     GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
54     GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
55     GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
56     GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
57     GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
58     GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
59     GlopBuilder& setMeshPatchQuads(const Patch& patch);
60 
61     GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
62     GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
63             const SkPaint* paint, float alphaScale);
64     GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
65             const SkPaint& paint, float alphaScale);
66     GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
67             const SkPaint& paint, float alphaScale);
68     GlopBuilder& setFillBlack();
69     GlopBuilder& setFillClear();
70     GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
71             float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
72     GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
73     // TODO: Texture should probably know and own its target.
74     // setFillLayer() forces it to GL_TEXTURE which isn't always correct.
75     // Similarly setFillLayer normally forces its own wrap & filter mode
76     GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform);
77 
setTransform(const Snapshot & snapshot,const int transformFlags)78     GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
79         return setTransform(*snapshot.transform, transformFlags);
80     }
81     GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
82 
83     GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
84     GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
setModelViewMapUnitToRectOptionalSnap(bool snap,const Rect & destination)85     GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
86         if (snap) {
87             return setModelViewMapUnitToRectSnap(destination);
88         } else {
89             return setModelViewMapUnitToRect(destination);
90         }
91     }
92     GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
93     GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
setModelViewOffsetRectOptionalSnap(bool snap,float offsetX,float offsetY,const Rect & source)94     GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
95             float offsetX, float offsetY, const Rect& source) {
96         if (snap) {
97             return setModelViewOffsetRectSnap(offsetX, offsetY, source);
98         } else {
99             return setModelViewOffsetRect(offsetX, offsetY, source);
100         }
101     }
setModelViewIdentityEmptyBounds()102     GlopBuilder& setModelViewIdentityEmptyBounds() {
103         // pass empty rect since not needed for damage / snap
104         return setModelViewOffsetRect(0, 0, Rect());
105     }
106 
107     GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
108 
109     void build();
110 
111     static void dump(const Glop& glop);
112 private:
113     void setFill(int color, float alphaScale,
114             SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
115             const SkShader* shader, const SkColorFilter* colorFilter);
116 
117     enum StageFlags {
118         kInitialStage = 0,
119         kMeshStage = 1 << 0,
120         kTransformStage = 1 << 1,
121         kModelViewStage = 1 << 2,
122         kFillStage = 1 << 3,
123         kRoundRectClipStage = 1 << 4,
124         kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
125     } mStageFlags;
126 
127     ProgramDescription mDescription;
128     RenderState& mRenderState;
129     Caches& mCaches;
130     const SkShader* mShader;
131     Glop* mOutGlop;
132 };
133 
134 } /* namespace uirenderer */
135 } /* namespace android */
136 
137 #endif // RENDERSTATE_GLOPBUILDER_H
138