138 lines
5.0 KiB
C++
138 lines
5.0 KiB
C++
/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "Glop.h"
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#include "Program.h"
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#include "renderstate/Blend.h"
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#include "utils/Macros.h"
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class SkPaint;
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class SkShader;
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namespace android {
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namespace uirenderer {
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class Caches;
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class GlLayer;
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class Matrix4;
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class Patch;
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class RenderState;
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class Texture;
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class UvMapper;
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class VertexBuffer;
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struct PathTexture;
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struct ShadowTexture;
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namespace TextureFillFlags {
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enum {
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None = 0,
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IsAlphaMaskTexture = 1 << 0,
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ForceFilter = 1 << 1,
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};
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}
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class GlopBuilder {
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PREVENT_COPY_AND_ASSIGN(GlopBuilder);
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public:
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GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
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GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
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GlopBuilder& setMeshUnitQuad();
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GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
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GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
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GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
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GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
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GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
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GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
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GlopBuilder& setMeshPatchQuads(const Patch& patch);
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GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
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GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
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const SkPaint* paint, float alphaScale);
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GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
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const SkPaint& paint, float alphaScale);
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GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
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const SkPaint& paint, float alphaScale);
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GlopBuilder& setFillBlack();
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GlopBuilder& setFillClear();
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GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
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float alpha, SkBlendMode mode, Blend::ModeOrderSwap modeUsage);
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GlopBuilder& setFillTextureLayer(GlLayer& layer, float alpha);
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// TODO: setFillLayer normally forces its own wrap & filter mode,
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// which isn't always correct.
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GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform,
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bool requiresFilter);
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GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
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GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
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GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
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GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
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if (snap) {
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return setModelViewMapUnitToRectSnap(destination);
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} else {
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return setModelViewMapUnitToRect(destination);
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}
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}
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GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
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GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
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GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
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float offsetX, float offsetY, const Rect& source) {
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if (snap) {
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return setModelViewOffsetRectSnap(offsetX, offsetY, source);
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} else {
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return setModelViewOffsetRect(offsetX, offsetY, source);
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}
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}
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GlopBuilder& setModelViewIdentityEmptyBounds() {
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// pass empty rect since not needed for damage / snap
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return setModelViewOffsetRect(0, 0, Rect());
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}
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GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
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GlopBuilder& setGammaCorrection(bool enabled);
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void build();
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static void dump(const Glop& glop);
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private:
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void setFill(int color, float alphaScale,
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SkBlendMode mode, Blend::ModeOrderSwap modeUsage,
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const SkShader* shader, const SkColorFilter* colorFilter);
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enum StageFlags {
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kInitialStage = 0,
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kMeshStage = 1 << 0,
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kTransformStage = 1 << 1,
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kModelViewStage = 1 << 2,
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kFillStage = 1 << 3,
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kRoundRectClipStage = 1 << 4,
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kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
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} mStageFlags;
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ProgramDescription mDescription;
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RenderState& mRenderState;
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Caches& mCaches;
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const SkShader* mShader;
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Glop* mOutGlop;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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