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