1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155
|
/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef RENDERSTATE_H
#define RENDERSTATE_H
#include "Caches.h"
#include "Glop.h"
#include "renderstate/Blend.h"
#include "renderstate/MeshState.h"
#include "renderstate/OffscreenBufferPool.h"
#include "renderstate/PixelBufferState.h"
#include "renderstate/Scissor.h"
#include "renderstate/Stencil.h"
#include "utils/Macros.h"
#include <set>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <ui/Region.h>
#include <utils/Mutex.h>
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <private/hwui/DrawGlInfo.h>
class GrContext;
namespace android {
namespace uirenderer {
class Caches;
class Layer;
class DeferredLayerUpdater;
namespace renderthread {
class CacheManager;
class CanvasContext;
class RenderThread;
}
// TODO: Replace Cache's GL state tracking with this. For now it's more a thin
// wrapper of Caches for users to migrate to.
class RenderState {
PREVENT_COPY_AND_ASSIGN(RenderState);
friend class renderthread::RenderThread;
friend class Caches;
friend class renderthread::CacheManager;
public:
void onGLContextCreated();
void onGLContextDestroyed();
void onVkContextCreated();
void onVkContextDestroyed();
void flush(Caches::FlushMode flushMode);
void onBitmapDestroyed(uint32_t pixelRefId);
void setViewport(GLsizei width, GLsizei height);
void getViewport(GLsizei* outWidth, GLsizei* outHeight);
void bindFramebuffer(GLuint fbo);
GLuint getFramebuffer() { return mFramebuffer; }
GLuint createFramebuffer();
void deleteFramebuffer(GLuint fbo);
void invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info);
void debugOverdraw(bool enable, bool clear);
void registerLayer(Layer* layer) {
mActiveLayers.insert(layer);
}
void unregisterLayer(Layer* layer) {
mActiveLayers.erase(layer);
}
void registerCanvasContext(renderthread::CanvasContext* context) {
mRegisteredContexts.insert(context);
}
void unregisterCanvasContext(renderthread::CanvasContext* context) {
mRegisteredContexts.erase(context);
}
void registerDeferredLayerUpdater(DeferredLayerUpdater* layerUpdater) {
mActiveLayerUpdaters.insert(layerUpdater);
}
void unregisterDeferredLayerUpdater(DeferredLayerUpdater* layerUpdater) {
mActiveLayerUpdaters.erase(layerUpdater);
}
// TODO: This system is a little clunky feeling, this could use some
// more thinking...
void postDecStrong(VirtualLightRefBase* object);
void render(const Glop& glop, const Matrix4& orthoMatrix, bool overrideDisableBlending);
Blend& blend() { return *mBlend; }
MeshState& meshState() { return *mMeshState; }
Scissor& scissor() { return *mScissor; }
Stencil& stencil() { return *mStencil; }
OffscreenBufferPool& layerPool() { return *mLayerPool; }
GrContext* getGrContext() const;
void dump();
private:
void interruptForFunctorInvoke();
void resumeFromFunctorInvoke();
void destroyLayersInUpdater();
explicit RenderState(renderthread::RenderThread& thread);
~RenderState();
renderthread::RenderThread& mRenderThread;
Caches* mCaches = nullptr;
Blend* mBlend = nullptr;
MeshState* mMeshState = nullptr;
Scissor* mScissor = nullptr;
Stencil* mStencil = nullptr;
OffscreenBufferPool* mLayerPool = nullptr;
std::set<Layer*> mActiveLayers;
std::set<DeferredLayerUpdater*> mActiveLayerUpdaters;
std::set<renderthread::CanvasContext*> mRegisteredContexts;
GLsizei mViewportWidth;
GLsizei mViewportHeight;
GLuint mFramebuffer;
pthread_t mThreadId;
};
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERSTATE_H */
|