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/*
* Copyright 2018 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.
*/
#pragma once
#include <math/mat4.h>
#include <math/vec3.h>
#include <renderengine/Texture.h>
#include <ui/Fence.h>
#include <ui/FloatRect.h>
#include <ui/GraphicBuffer.h>
#include <ui/GraphicTypes.h>
#include <ui/Rect.h>
#include <ui/Region.h>
#include <ui/Transform.h>
namespace android {
namespace renderengine {
// Metadata describing the input buffer to render from.
struct Buffer {
// Buffer containing the image that we will render.
// If buffer == nullptr, then the rest of the fields in this struct will be
// ignored.
sp<GraphicBuffer> buffer = nullptr;
// Fence that will fire when the buffer is ready to be bound.
sp<Fence> fence = nullptr;
// Texture identifier to bind the external texture to.
// TODO(alecmouri): This is GL-specific...make the type backend-agnostic.
uint32_t textureName = 0;
// Whether to use filtering when rendering the texture.
bool useTextureFiltering = false;
// Transform matrix to apply to texture coordinates.
mat4 textureTransform = mat4();
// Wheteher to use pre-multiplied alpha
bool usePremultipliedAlpha = true;
// Override flag that alpha for each pixel in the buffer *must* be 1.0.
// LayerSettings::alpha is still used if isOpaque==true - this flag only
// overrides the alpha channel of the buffer.
bool isOpaque = false;
// HDR color-space setting for Y410.
bool isY410BT2020 = false;
};
// Metadata describing the layer geometry.
struct Geometry {
// Boundaries of the layer.
FloatRect boundaries = FloatRect();
// Transform matrix to apply to mesh coordinates.
mat4 positionTransform = mat4();
// Radius of rounded corners, if greater than 0. Otherwise, this layer's
// corners are not rounded.
// Having corner radius will force GPU composition on the layer and its children, drawing it
// with a special shader. The shader will receive the radius and the crop rectangle as input,
// modifying the opacity of the destination texture, multiplying it by a number between 0 and 1.
// We query Layer#getRoundedCornerState() to retrieve the radius as well as the rounded crop
// rectangle to figure out how to apply the radius for this layer. The crop rectangle will be
// in local layer coordinate space, so we have to take the layer transform into account when
// walking up the tree.
float roundedCornersRadius = 0.0;
// Rectangle within which corners will be rounded.
FloatRect roundedCornersCrop = FloatRect();
};
// Descriptor of the source pixels for this layer.
struct PixelSource {
// Source buffer
Buffer buffer = Buffer();
// The solid color with which to fill the layer.
// This should only be populated if we don't render from an application
// buffer.
half3 solidColor = half3(0.0f, 0.0f, 0.0f);
};
// The settings that RenderEngine requires for correctly rendering a Layer.
struct LayerSettings {
// Geometry information
Geometry geometry = Geometry();
// Source pixels for this layer.
PixelSource source = PixelSource();
// Alpha option to blend with the source pixels
half alpha = half(0.0);
// Color space describing how the source pixels should be interpreted.
ui::Dataspace sourceDataspace = ui::Dataspace::UNKNOWN;
// Additional layer-specific color transform to be applied before the global
// transform.
mat4 colorTransform = mat4();
// True if blending will be forced to be disabled.
bool disableBlending = false;
};
} // namespace renderengine
} // namespace android