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-rw-r--r--libs/hwui/renderstate/RenderState.cpp354
1 files changed, 354 insertions, 0 deletions
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
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+++ b/libs/hwui/renderstate/RenderState.cpp
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+/*
+ * 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.
+ */
+#include "renderstate/RenderState.h"
+
+#include "renderthread/CanvasContext.h"
+#include "renderthread/EglManager.h"
+#include "utils/GLUtils.h"
+
+namespace android {
+namespace uirenderer {
+
+RenderState::RenderState(renderthread::RenderThread& thread)
+ : mRenderThread(thread)
+ , mViewportWidth(0)
+ , mViewportHeight(0)
+ , mFramebuffer(0) {
+ mThreadId = pthread_self();
+}
+
+RenderState::~RenderState() {
+ LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
+ "State object lifecycle not managed correctly");
+}
+
+void RenderState::onGLContextCreated() {
+ LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
+ "State object lifecycle not managed correctly");
+ mBlend = new Blend();
+ mMeshState = new MeshState();
+ mScissor = new Scissor();
+ mStencil = new Stencil();
+
+ // This is delayed because the first access of Caches makes GL calls
+ if (!mCaches) {
+ mCaches = &Caches::createInstance(*this);
+ }
+ mCaches->init();
+ mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
+}
+
+static void layerLostGlContext(Layer* layer) {
+ layer->onGlContextLost();
+}
+
+void RenderState::onGLContextDestroyed() {
+/*
+ size_t size = mActiveLayers.size();
+ if (CC_UNLIKELY(size != 0)) {
+ ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
+ mRegisteredContexts.size(), size, mActiveLayers.empty());
+ mCaches->dumpMemoryUsage();
+ for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
+ cit != mRegisteredContexts.end(); cit++) {
+ renderthread::CanvasContext* context = *cit;
+ ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
+ ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size());
+ for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
+ pit != context->mPrefetechedLayers.end(); pit++) {
+ (*pit)->debugDumpLayers(" ");
+ }
+ context->mRootRenderNode->debugDumpLayers(" ");
+ }
+
+
+ if (mActiveLayers.begin() == mActiveLayers.end()) {
+ ALOGE("set has become empty. wat.");
+ }
+ for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
+ lit != mActiveLayers.end(); lit++) {
+ const Layer* layer = *(lit);
+ ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
+ layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
+ }
+ LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
+ }
+*/
+
+ // TODO: reset all cached state in state objects
+ std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
+ mAssetAtlas.terminate();
+
+ mCaches->terminate();
+
+ delete mBlend;
+ mBlend = nullptr;
+ delete mMeshState;
+ mMeshState = nullptr;
+ delete mScissor;
+ mScissor = nullptr;
+ delete mStencil;
+ mStencil = nullptr;
+}
+
+void RenderState::setViewport(GLsizei width, GLsizei height) {
+ mViewportWidth = width;
+ mViewportHeight = height;
+ glViewport(0, 0, mViewportWidth, mViewportHeight);
+}
+
+
+void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
+ *outWidth = mViewportWidth;
+ *outHeight = mViewportHeight;
+}
+
+void RenderState::bindFramebuffer(GLuint fbo) {
+ if (mFramebuffer != fbo) {
+ mFramebuffer = fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ }
+}
+
+void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
+ interruptForFunctorInvoke();
+ (*functor)(mode, info);
+ resumeFromFunctorInvoke();
+}
+
+void RenderState::interruptForFunctorInvoke() {
+ mCaches->setProgram(nullptr);
+ mCaches->textureState().resetActiveTexture();
+ meshState().unbindMeshBuffer();
+ meshState().unbindIndicesBuffer();
+ meshState().resetVertexPointers();
+ meshState().disableTexCoordsVertexArray();
+ debugOverdraw(false, false);
+}
+
+void RenderState::resumeFromFunctorInvoke() {
+ glViewport(0, 0, mViewportWidth, mViewportHeight);
+ glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
+ debugOverdraw(false, false);
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+
+ scissor().invalidate();
+ blend().invalidate();
+
+ mCaches->textureState().activateTexture(0);
+ mCaches->textureState().resetBoundTextures();
+}
+
+void RenderState::debugOverdraw(bool enable, bool clear) {
+ if (mCaches->debugOverdraw && mFramebuffer == 0) {
+ if (clear) {
+ scissor().setEnabled(false);
+ stencil().clear();
+ }
+ if (enable) {
+ stencil().enableDebugWrite();
+ } else {
+ stencil().disable();
+ }
+ }
+}
+
+void RenderState::requireGLContext() {
+ assertOnGLThread();
+ mRenderThread.eglManager().requireGlContext();
+}
+
+void RenderState::assertOnGLThread() {
+ pthread_t curr = pthread_self();
+ LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
+}
+
+class DecStrongTask : public renderthread::RenderTask {
+public:
+ DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
+
+ virtual void run() override {
+ mObject->decStrong(nullptr);
+ mObject = nullptr;
+ delete this;
+ }
+
+private:
+ VirtualLightRefBase* mObject;
+};
+
+void RenderState::postDecStrong(VirtualLightRefBase* object) {
+ mRenderThread.queue(new DecStrongTask(object));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Render
+///////////////////////////////////////////////////////////////////////////////
+
+void RenderState::render(const Glop& glop) {
+ const Glop::Mesh& mesh = glop.mesh;
+ const Glop::Mesh::Vertices& vertices = mesh.vertices;
+ const Glop::Mesh::Indices& indices = mesh.indices;
+ const Glop::Fill& fill = glop.fill;
+
+ // ---------------------------------------------
+ // ---------- Program + uniform setup ----------
+ // ---------------------------------------------
+ mCaches->setProgram(fill.program);
+
+ if (fill.colorEnabled) {
+ fill.program->setColor(fill.color);
+ }
+
+ fill.program->set(glop.transform.ortho,
+ glop.transform.modelView,
+ glop.transform.canvas,
+ glop.transform.fudgingOffset);
+
+ // Color filter uniforms
+ if (fill.filterMode == ProgramDescription::kColorBlend) {
+ const FloatColor& color = fill.filter.color;
+ glUniform4f(mCaches->program().getUniform("colorBlend"),
+ color.r, color.g, color.b, color.a);
+ } else if (fill.filterMode == ProgramDescription::kColorMatrix) {
+ glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
+ fill.filter.matrix.matrix);
+ glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
+ fill.filter.matrix.vector);
+ }
+
+ // Round rect clipping uniforms
+ if (glop.roundRectClipState) {
+ // TODO: avoid query, and cache values (or RRCS ptr) in program
+ const RoundRectClipState* state = glop.roundRectClipState;
+ const Rect& innerRect = state->innerRect;
+ glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
+ innerRect.left, innerRect.top,
+ innerRect.right, innerRect.bottom);
+ glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
+ 1, GL_FALSE, &state->matrix.data[0]);
+
+ // add half pixel to round out integer rect space to cover pixel centers
+ float roundedOutRadius = state->radius + 0.5f;
+ glUniform1f(fill.program->getUniform("roundRectRadius"),
+ roundedOutRadius);
+ }
+
+ // --------------------------------
+ // ---------- Mesh setup ----------
+ // --------------------------------
+ // vertices
+ const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject)
+ || (vertices.position != nullptr);
+ meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride);
+
+ // indices
+ meshState().bindIndicesBufferInternal(indices.bufferObject);
+
+ if (vertices.attribFlags & VertexAttribFlags::kTextureCoord) {
+ const Glop::Fill::TextureData& texture = fill.texture;
+ // texture always takes slot 0, shader samplers increment from there
+ mCaches->textureState().activateTexture(0);
+
+ if (texture.clamp != GL_INVALID_ENUM) {
+ texture.texture->setWrap(texture.clamp, true);
+ }
+ if (texture.filter != GL_INVALID_ENUM) {
+ texture.texture->setFilter(texture.filter, true);
+ }
+
+ mCaches->textureState().bindTexture(texture.target, texture.texture->id);
+ meshState().enableTexCoordsVertexArray();
+ meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride);
+
+ if (texture.textureTransform) {
+ glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
+ GL_FALSE, &texture.textureTransform->data[0]);
+ }
+ } else {
+ meshState().disableTexCoordsVertexArray();
+ }
+ int colorLocation = -1;
+ if (vertices.attribFlags & VertexAttribFlags::kColor) {
+ colorLocation = fill.program->getAttrib("colors");
+ glEnableVertexAttribArray(colorLocation);
+ glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
+ }
+ int alphaLocation = -1;
+ if (vertices.attribFlags & VertexAttribFlags::kAlpha) {
+ // NOTE: alpha vertex position is computed assuming no VBO
+ const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
+ alphaLocation = fill.program->getAttrib("vtxAlpha");
+ glEnableVertexAttribArray(alphaLocation);
+ glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
+ }
+ // Shader uniforms
+ SkiaShader::apply(*mCaches, fill.skiaShaderData);
+
+ // ------------------------------------
+ // ---------- GL state setup ----------
+ // ------------------------------------
+ blend().setFactors(glop.blend.src, glop.blend.dst);
+
+ // ------------------------------------
+ // ---------- Actual drawing ----------
+ // ------------------------------------
+ if (indices.bufferObject == meshState().getQuadListIBO()) {
+ // Since the indexed quad list is of limited length, we loop over
+ // the glDrawXXX method while updating the vertex pointer
+ GLsizei elementsCount = mesh.elementCount;
+ const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
+ while (elementsCount > 0) {
+ GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
+
+ // rebind pointers without forcing, since initial bind handled above
+ meshState().bindPositionVertexPointer(false, vertexData, vertices.stride);
+ if (vertices.attribFlags & VertexAttribFlags::kTextureCoord) {
+ meshState().bindTexCoordsVertexPointer(false,
+ vertexData + kMeshTextureOffset, vertices.stride);
+ }
+
+ glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ elementsCount -= drawCount;
+ vertexData += (drawCount / 6) * 4 * vertices.stride;
+ }
+ } else if (indices.bufferObject || indices.indices) {
+ glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ } else {
+ glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
+ }
+
+ // -----------------------------------
+ // ---------- Mesh teardown ----------
+ // -----------------------------------
+ if (vertices.attribFlags & VertexAttribFlags::kAlpha) {
+ glDisableVertexAttribArray(alphaLocation);
+ }
+ if (vertices.attribFlags & VertexAttribFlags::kColor) {
+ glDisableVertexAttribArray(colorLocation);
+ }
+}
+
+void RenderState::dump() {
+ blend().dump();
+ meshState().dump();
+ scissor().dump();
+ stencil().dump();
+}
+
+} /* namespace uirenderer */
+} /* namespace android */