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 <iosfwd>
20
21 #include <math/mat4.h>
22 #include <math/vec3.h>
23 #include <renderengine/Texture.h>
24 #include <ui/Fence.h>
25 #include <ui/FloatRect.h>
26 #include <ui/GraphicBuffer.h>
27 #include <ui/GraphicTypes.h>
28 #include <ui/Rect.h>
29 #include <ui/Region.h>
30 #include <ui/Transform.h>
31
32 namespace android {
33 namespace renderengine {
34
35 // Metadata describing the input buffer to render from.
36 struct Buffer {
37 // Buffer containing the image that we will render.
38 // If buffer == nullptr, then the rest of the fields in this struct will be
39 // ignored.
40 sp<GraphicBuffer> buffer = nullptr;
41
42 // Fence that will fire when the buffer is ready to be bound.
43 sp<Fence> fence = nullptr;
44
45 // Texture identifier to bind the external texture to.
46 // TODO(alecmouri): This is GL-specific...make the type backend-agnostic.
47 uint32_t textureName = 0;
48
49 // Whether to use filtering when rendering the texture.
50 bool useTextureFiltering = false;
51
52 // Transform matrix to apply to texture coordinates.
53 mat4 textureTransform = mat4();
54
55 // Whether to use pre-multiplied alpha.
56 bool usePremultipliedAlpha = true;
57
58 // Override flag that alpha for each pixel in the buffer *must* be 1.0.
59 // LayerSettings::alpha is still used if isOpaque==true - this flag only
60 // overrides the alpha channel of the buffer.
61 bool isOpaque = false;
62
63 // HDR color-space setting for Y410.
64 bool isY410BT2020 = false;
65 float maxMasteringLuminance = 0.0;
66 float maxContentLuminance = 0.0;
67 };
68
69 // Metadata describing the layer geometry.
70 struct Geometry {
71 // Boundaries of the layer.
72 FloatRect boundaries = FloatRect();
73
74 // Transform matrix to apply to mesh coordinates.
75 mat4 positionTransform = mat4();
76
77 // Radius of rounded corners, if greater than 0. Otherwise, this layer's
78 // corners are not rounded.
79 // Having corner radius will force GPU composition on the layer and its children, drawing it
80 // with a special shader. The shader will receive the radius and the crop rectangle as input,
81 // modifying the opacity of the destination texture, multiplying it by a number between 0 and 1.
82 // We query Layer#getRoundedCornerState() to retrieve the radius as well as the rounded crop
83 // rectangle to figure out how to apply the radius for this layer. The crop rectangle will be
84 // in local layer coordinate space, so we have to take the layer transform into account when
85 // walking up the tree.
86 float roundedCornersRadius = 0.0;
87
88 // Rectangle within which corners will be rounded.
89 FloatRect roundedCornersCrop = FloatRect();
90 };
91
92 // Descriptor of the source pixels for this layer.
93 struct PixelSource {
94 // Source buffer
95 Buffer buffer = Buffer();
96
97 // The solid color with which to fill the layer.
98 // This should only be populated if we don't render from an application
99 // buffer.
100 half3 solidColor = half3(0.0f, 0.0f, 0.0f);
101 };
102
103 /*
104 * Contains the configuration for the shadows drawn by single layer. Shadow follows
105 * material design guidelines.
106 */
107 struct ShadowSettings {
108 // Color to the ambient shadow. The alpha is premultiplied.
109 vec4 ambientColor = vec4();
110
111 // Color to the spot shadow. The alpha is premultiplied. The position of the spot shadow
112 // depends on the light position.
113 vec4 spotColor = vec4();
114
115 // Position of the light source used to cast the spot shadow.
116 vec3 lightPos = vec3();
117
118 // Radius of the spot light source. Smaller radius will have sharper edges,
119 // larger radius will have softer shadows
120 float lightRadius = 0.f;
121
122 // Length of the cast shadow. If length is <= 0.f no shadows will be drawn.
123 float length = 0.f;
124
125 // If true fill in the casting layer is translucent and the shadow needs to fill the bounds.
126 // Otherwise the shadow will only be drawn around the edges of the casting layer.
127 bool casterIsTranslucent = false;
128 };
129
130 // The settings that RenderEngine requires for correctly rendering a Layer.
131 struct LayerSettings {
132 // Geometry information
133 Geometry geometry = Geometry();
134
135 // Source pixels for this layer.
136 PixelSource source = PixelSource();
137
138 // Alpha option to blend with the source pixels
139 half alpha = half(0.0);
140
141 // Color space describing how the source pixels should be interpreted.
142 ui::Dataspace sourceDataspace = ui::Dataspace::UNKNOWN;
143
144 // Additional layer-specific color transform to be applied before the global
145 // transform.
146 mat4 colorTransform = mat4();
147
148 // True if blending will be forced to be disabled.
149 bool disableBlending = false;
150
151 ShadowSettings shadow;
152
153 int backgroundBlurRadius = 0;
154 };
155
156 // Keep in sync with custom comparison function in
157 // compositionengine/impl/ClientCompositionRequestCache.cpp
158 static inline bool operator==(const Buffer& lhs, const Buffer& rhs) {
159 return lhs.buffer == rhs.buffer && lhs.fence == rhs.fence &&
160 lhs.textureName == rhs.textureName &&
161 lhs.useTextureFiltering == rhs.useTextureFiltering &&
162 lhs.textureTransform == rhs.textureTransform &&
163 lhs.usePremultipliedAlpha == rhs.usePremultipliedAlpha &&
164 lhs.isOpaque == rhs.isOpaque && lhs.isY410BT2020 == rhs.isY410BT2020 &&
165 lhs.maxMasteringLuminance == rhs.maxMasteringLuminance &&
166 lhs.maxContentLuminance == rhs.maxContentLuminance;
167 }
168
169 static inline bool operator==(const Geometry& lhs, const Geometry& rhs) {
170 return lhs.boundaries == rhs.boundaries && lhs.positionTransform == rhs.positionTransform &&
171 lhs.roundedCornersRadius == rhs.roundedCornersRadius &&
172 lhs.roundedCornersCrop == rhs.roundedCornersCrop;
173 }
174
175 static inline bool operator==(const PixelSource& lhs, const PixelSource& rhs) {
176 return lhs.buffer == rhs.buffer && lhs.solidColor == rhs.solidColor;
177 }
178
179 static inline bool operator==(const ShadowSettings& lhs, const ShadowSettings& rhs) {
180 return lhs.ambientColor == rhs.ambientColor && lhs.spotColor == rhs.spotColor &&
181 lhs.lightPos == rhs.lightPos && lhs.lightRadius == rhs.lightRadius &&
182 lhs.length == rhs.length && lhs.casterIsTranslucent == rhs.casterIsTranslucent;
183 }
184
185 static inline bool operator==(const LayerSettings& lhs, const LayerSettings& rhs) {
186 return lhs.geometry == rhs.geometry && lhs.source == rhs.source && lhs.alpha == rhs.alpha &&
187 lhs.sourceDataspace == rhs.sourceDataspace &&
188 lhs.colorTransform == rhs.colorTransform &&
189 lhs.disableBlending == rhs.disableBlending && lhs.shadow == rhs.shadow &&
190 lhs.backgroundBlurRadius == rhs.backgroundBlurRadius;
191 }
192
193 // Defining PrintTo helps with Google Tests.
194
PrintTo(const Buffer & settings,::std::ostream * os)195 static inline void PrintTo(const Buffer& settings, ::std::ostream* os) {
196 *os << "Buffer {";
197 *os << "\n .buffer = " << settings.buffer.get();
198 *os << "\n .fence = " << settings.fence.get();
199 *os << "\n .textureName = " << settings.textureName;
200 *os << "\n .useTextureFiltering = " << settings.useTextureFiltering;
201 *os << "\n .textureTransform = " << settings.textureTransform;
202 *os << "\n .usePremultipliedAlpha = " << settings.usePremultipliedAlpha;
203 *os << "\n .isOpaque = " << settings.isOpaque;
204 *os << "\n .isY410BT2020 = " << settings.isY410BT2020;
205 *os << "\n .maxMasteringLuminance = " << settings.maxMasteringLuminance;
206 *os << "\n .maxContentLuminance = " << settings.maxContentLuminance;
207 *os << "\n}";
208 }
209
PrintTo(const Geometry & settings,::std::ostream * os)210 static inline void PrintTo(const Geometry& settings, ::std::ostream* os) {
211 *os << "Geometry {";
212 *os << "\n .boundaries = ";
213 PrintTo(settings.boundaries, os);
214 *os << "\n .positionTransform = " << settings.positionTransform;
215 *os << "\n .roundedCornersRadius = " << settings.roundedCornersRadius;
216 *os << "\n .roundedCornersCrop = ";
217 PrintTo(settings.roundedCornersCrop, os);
218 *os << "\n}";
219 }
220
PrintTo(const PixelSource & settings,::std::ostream * os)221 static inline void PrintTo(const PixelSource& settings, ::std::ostream* os) {
222 *os << "PixelSource {";
223 *os << "\n .buffer = ";
224 PrintTo(settings.buffer, os);
225 *os << "\n .solidColor = " << settings.solidColor;
226 *os << "\n}";
227 }
228
PrintTo(const ShadowSettings & settings,::std::ostream * os)229 static inline void PrintTo(const ShadowSettings& settings, ::std::ostream* os) {
230 *os << "ShadowSettings {";
231 *os << "\n .ambientColor = " << settings.ambientColor;
232 *os << "\n .spotColor = " << settings.spotColor;
233 *os << "\n .lightPos = " << settings.lightPos;
234 *os << "\n .lightRadius = " << settings.lightRadius;
235 *os << "\n .length = " << settings.length;
236 *os << "\n .casterIsTranslucent = " << settings.casterIsTranslucent;
237 *os << "\n}";
238 }
239
PrintTo(const LayerSettings & settings,::std::ostream * os)240 static inline void PrintTo(const LayerSettings& settings, ::std::ostream* os) {
241 *os << "LayerSettings {";
242 *os << "\n .geometry = ";
243 PrintTo(settings.geometry, os);
244 *os << "\n .source = ";
245 PrintTo(settings.source, os);
246 *os << "\n .alpha = " << settings.alpha;
247 *os << "\n .sourceDataspace = ";
248 PrintTo(settings.sourceDataspace, os);
249 *os << "\n .colorTransform = " << settings.colorTransform;
250 *os << "\n .disableBlending = " << settings.disableBlending;
251 *os << "\n .backgroundBlurRadius = " << settings.backgroundBlurRadius;
252 *os << "\n .shadow = ";
253 PrintTo(settings.shadow, os);
254 *os << "\n}";
255 }
256
257 } // namespace renderengine
258 } // namespace android
259