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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 <iosfwd>
#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();
// Whether 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;
float maxMasteringLuminance = 0.0;
float maxContentLuminance = 0.0;
};
// 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);
};
/*
* Contains the configuration for the shadows drawn by single layer. Shadow follows
* material design guidelines.
*/
struct ShadowSettings {
// Color to the ambient shadow. The alpha is premultiplied.
vec4 ambientColor = vec4();
// Color to the spot shadow. The alpha is premultiplied. The position of the spot shadow
// depends on the light position.
vec4 spotColor = vec4();
// Position of the light source used to cast the spot shadow.
vec3 lightPos = vec3();
// Radius of the spot light source. Smaller radius will have sharper edges,
// larger radius will have softer shadows
float lightRadius = 0.f;
// Length of the cast shadow. If length is <= 0.f no shadows will be drawn.
float length = 0.f;
// If true fill in the casting layer is translucent and the shadow needs to fill the bounds.
// Otherwise the shadow will only be drawn around the edges of the casting layer.
bool casterIsTranslucent = false;
};
// 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;
ShadowSettings shadow;
int backgroundBlurRadius = 0;
};
// Keep in sync with custom comparison function in
// compositionengine/impl/ClientCompositionRequestCache.cpp
static inline bool operator==(const Buffer& lhs, const Buffer& rhs) {
return lhs.buffer == rhs.buffer && lhs.fence == rhs.fence &&
lhs.textureName == rhs.textureName &&
lhs.useTextureFiltering == rhs.useTextureFiltering &&
lhs.textureTransform == rhs.textureTransform &&
lhs.usePremultipliedAlpha == rhs.usePremultipliedAlpha &&
lhs.isOpaque == rhs.isOpaque && lhs.isY410BT2020 == rhs.isY410BT2020 &&
lhs.maxMasteringLuminance == rhs.maxMasteringLuminance &&
lhs.maxContentLuminance == rhs.maxContentLuminance;
}
static inline bool operator==(const Geometry& lhs, const Geometry& rhs) {
return lhs.boundaries == rhs.boundaries && lhs.positionTransform == rhs.positionTransform &&
lhs.roundedCornersRadius == rhs.roundedCornersRadius &&
lhs.roundedCornersCrop == rhs.roundedCornersCrop;
}
static inline bool operator==(const PixelSource& lhs, const PixelSource& rhs) {
return lhs.buffer == rhs.buffer && lhs.solidColor == rhs.solidColor;
}
static inline bool operator==(const ShadowSettings& lhs, const ShadowSettings& rhs) {
return lhs.ambientColor == rhs.ambientColor && lhs.spotColor == rhs.spotColor &&
lhs.lightPos == rhs.lightPos && lhs.lightRadius == rhs.lightRadius &&
lhs.length == rhs.length && lhs.casterIsTranslucent == rhs.casterIsTranslucent;
}
static inline bool operator==(const LayerSettings& lhs, const LayerSettings& rhs) {
return lhs.geometry == rhs.geometry && lhs.source == rhs.source && lhs.alpha == rhs.alpha &&
lhs.sourceDataspace == rhs.sourceDataspace &&
lhs.colorTransform == rhs.colorTransform &&
lhs.disableBlending == rhs.disableBlending && lhs.shadow == rhs.shadow &&
lhs.backgroundBlurRadius == rhs.backgroundBlurRadius;
}
// Defining PrintTo helps with Google Tests.
static inline void PrintTo(const Buffer& settings, ::std::ostream* os) {
*os << "Buffer {";
*os << "\n .buffer = " << settings.buffer.get();
*os << "\n .fence = " << settings.fence.get();
*os << "\n .textureName = " << settings.textureName;
*os << "\n .useTextureFiltering = " << settings.useTextureFiltering;
*os << "\n .textureTransform = " << settings.textureTransform;
*os << "\n .usePremultipliedAlpha = " << settings.usePremultipliedAlpha;
*os << "\n .isOpaque = " << settings.isOpaque;
*os << "\n .isY410BT2020 = " << settings.isY410BT2020;
*os << "\n .maxMasteringLuminance = " << settings.maxMasteringLuminance;
*os << "\n .maxContentLuminance = " << settings.maxContentLuminance;
*os << "\n}";
}
static inline void PrintTo(const Geometry& settings, ::std::ostream* os) {
*os << "Geometry {";
*os << "\n .boundaries = ";
PrintTo(settings.boundaries, os);
*os << "\n .positionTransform = " << settings.positionTransform;
*os << "\n .roundedCornersRadius = " << settings.roundedCornersRadius;
*os << "\n .roundedCornersCrop = ";
PrintTo(settings.roundedCornersCrop, os);
*os << "\n}";
}
static inline void PrintTo(const PixelSource& settings, ::std::ostream* os) {
*os << "PixelSource {";
*os << "\n .buffer = ";
PrintTo(settings.buffer, os);
*os << "\n .solidColor = " << settings.solidColor;
*os << "\n}";
}
static inline void PrintTo(const ShadowSettings& settings, ::std::ostream* os) {
*os << "ShadowSettings {";
*os << "\n .ambientColor = " << settings.ambientColor;
*os << "\n .spotColor = " << settings.spotColor;
*os << "\n .lightPos = " << settings.lightPos;
*os << "\n .lightRadius = " << settings.lightRadius;
*os << "\n .length = " << settings.length;
*os << "\n .casterIsTranslucent = " << settings.casterIsTranslucent;
*os << "\n}";
}
static inline void PrintTo(const LayerSettings& settings, ::std::ostream* os) {
*os << "LayerSettings {";
*os << "\n .geometry = ";
PrintTo(settings.geometry, os);
*os << "\n .source = ";
PrintTo(settings.source, os);
*os << "\n .alpha = " << settings.alpha;
*os << "\n .sourceDataspace = ";
PrintTo(settings.sourceDataspace, os);
*os << "\n .colorTransform = " << settings.colorTransform;
*os << "\n .disableBlending = " << settings.disableBlending;
*os << "\n .backgroundBlurRadius = " << settings.backgroundBlurRadius;
*os << "\n .shadow = ";
PrintTo(settings.shadow, os);
*os << "\n}";
}
} // namespace renderengine
} // namespace android