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 52 public: 53 GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop); 54 55 GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount); 56 GlopBuilder& setMeshUnitQuad(); 57 GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper); 58 GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs); 59 GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer); 60 GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount); 61 GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, 62 int elementCount); // TODO: use indexed quads 63 GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, 64 int elementCount); // TODO: take quadCount 65 GlopBuilder& setMeshPatchQuads(const Patch& patch); 66 67 GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, 68 bool shadowInterp = false); // TODO: avoid boolean with default 69 GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags, 70 const SkPaint* paint, float alphaScale); 71 GlopBuilder& setFillPathTexturePaint(PathTexture& texture, const SkPaint& paint, 72 float alphaScale); 73 GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor, 74 const SkPaint& paint, float alphaScale); 75 GlopBuilder& setFillBlack(); 76 GlopBuilder& setFillClear(); 77 GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter, float alpha, 78 SkBlendMode mode, Blend::ModeOrderSwap modeUsage); 79 GlopBuilder& setFillTextureLayer(GlLayer& layer, float alpha); 80 // TODO: setFillLayer normally forces its own wrap & filter mode, 81 // which isn't always correct. 82 GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform, 83 bool requiresFilter); 84 85 GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags); 86 87 GlopBuilder& setModelViewMapUnitToRect(const Rect destination); 88 GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination); setModelViewMapUnitToRectOptionalSnap(bool snap,const Rect & destination)89 GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) { 90 if (snap) { 91 return setModelViewMapUnitToRectSnap(destination); 92 } else { 93 return setModelViewMapUnitToRect(destination); 94 } 95 } 96 GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source); 97 GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source); setModelViewOffsetRectOptionalSnap(bool snap,float offsetX,float offsetY,const Rect & source)98 GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap, float offsetX, float offsetY, 99 const Rect& source) { 100 if (snap) { 101 return setModelViewOffsetRectSnap(offsetX, offsetY, source); 102 } else { 103 return setModelViewOffsetRect(offsetX, offsetY, source); 104 } 105 } setModelViewIdentityEmptyBounds()106 GlopBuilder& setModelViewIdentityEmptyBounds() { 107 // pass empty rect since not needed for damage / snap 108 return setModelViewOffsetRect(0, 0, Rect()); 109 } 110 111 GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState); 112 113 GlopBuilder& setGammaCorrection(bool enabled); 114 115 void build(); 116 117 static void dump(const Glop& glop); 118 119 private: 120 void setFill(int color, float alphaScale, SkBlendMode mode, Blend::ModeOrderSwap modeUsage, 121 const SkShader* shader, const SkColorFilter* colorFilter); 122 123 enum StageFlags { 124 kInitialStage = 0, 125 kMeshStage = 1 << 0, 126 kTransformStage = 1 << 1, 127 kModelViewStage = 1 << 2, 128 kFillStage = 1 << 3, 129 kRoundRectClipStage = 1 << 4, 130 kAllStages = 131 kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage, 132 } mStageFlags; 133 134 ProgramDescription mDescription; 135 RenderState& mRenderState; 136 Caches& mCaches; 137 const SkShader* mShader; 138 Glop* mOutGlop; 139 }; 140 141 } /* namespace uirenderer */ 142 } /* namespace android */ 143