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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 #pragma once
18 
19 #include "Glop.h"
20 #include "Program.h"
21 #include "renderstate/Blend.h"
22 #include "utils/Macros.h"
23 
24 class SkPaint;
25 class SkShader;
26 
27 namespace android {
28 namespace uirenderer {
29 
30 class Caches;
31 class GlLayer;
32 class Matrix4;
33 class Patch;
34 class RenderState;
35 class Texture;
36 class UvMapper;
37 class VertexBuffer;
38 struct PathTexture;
39 struct ShadowTexture;
40 
41 namespace TextureFillFlags {
42     enum {
43         None = 0,
44         IsAlphaMaskTexture = 1 << 0,
45         ForceFilter = 1 << 1,
46     };
47 }
48 
49 class GlopBuilder {
50     PREVENT_COPY_AND_ASSIGN(GlopBuilder);
51 public:
52     GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
53 
54     GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
55     GlopBuilder& setMeshUnitQuad();
56     GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
57     GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
58     GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
59     GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
60     GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
61     GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
62     GlopBuilder& setMeshPatchQuads(const Patch& patch);
63 
64     GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
65     GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
66             const SkPaint* paint, float alphaScale);
67     GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
68             const SkPaint& paint, float alphaScale);
69     GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
70             const SkPaint& paint, float alphaScale);
71     GlopBuilder& setFillBlack();
72     GlopBuilder& setFillClear();
73     GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
74             float alpha, SkBlendMode mode, Blend::ModeOrderSwap modeUsage);
75     GlopBuilder& setFillTextureLayer(GlLayer& layer, float alpha);
76     // TODO: setFillLayer normally forces its own wrap & filter mode,
77     // which isn't always correct.
78     GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform,
79             bool requiresFilter);
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     GlopBuilder& setGammaCorrection(bool enabled);
110 
111     void build();
112 
113     static void dump(const Glop& glop);
114 private:
115     void setFill(int color, float alphaScale,
116             SkBlendMode mode, Blend::ModeOrderSwap modeUsage,
117             const SkShader* shader, const SkColorFilter* colorFilter);
118 
119     enum StageFlags {
120         kInitialStage = 0,
121         kMeshStage = 1 << 0,
122         kTransformStage = 1 << 1,
123         kModelViewStage = 1 << 2,
124         kFillStage = 1 << 3,
125         kRoundRectClipStage = 1 << 4,
126         kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
127     } mStageFlags;
128 
129     ProgramDescription mDescription;
130     RenderState& mRenderState;
131     Caches& mCaches;
132     const SkShader* mShader;
133     Glop* mOutGlop;
134 };
135 
136 } /* namespace uirenderer */
137 } /* namespace android */
138