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/*
* Copyright (C) 2011 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 ANDROID_HWUI_LAYER_RENDERER_H
#define ANDROID_HWUI_LAYER_RENDERER_H
#include <cutils/compiler.h>
#include "OpenGLRenderer.h"
#include "Layer.h"
#include <SkBitmap.h>
namespace android {
namespace uirenderer {
class RenderState;
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_LAYER_RENDERER
#define LAYER_RENDERER_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define LAYER_RENDERER_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class LayerRenderer: public OpenGLRenderer {
public:
LayerRenderer(RenderState& renderState, Layer* layer);
virtual ~LayerRenderer();
virtual void onViewportInitialized() { /* do nothing */ }
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual status_t clear(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
static Layer* createTextureLayer(RenderState& renderState);
static Layer* createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height);
static bool resizeLayer(Layer* layer, uint32_t width, uint32_t height);
static void updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
bool isOpaque, bool forceFilter, GLenum renderTarget, float* textureTransform);
static void destroyLayer(Layer* layer);
static bool copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap);
static void flushLayer(RenderState& renderState, Layer* layer);
protected:
virtual void ensureStencilBuffer();
virtual bool hasLayer() const;
virtual Region* getRegion() const;
virtual GLuint getTargetFbo() const;
virtual bool suppressErrorChecks() const;
private:
void generateMesh();
Layer* mLayer;
}; // class LayerRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LAYER_RENDERER_H