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Diffstat (limited to 'libs/hwui/renderstate/RenderState.cpp')
| -rw-r--r-- | libs/hwui/renderstate/RenderState.cpp | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp new file mode 100644 index 0000000..7b44d6d --- /dev/null +++ b/libs/hwui/renderstate/RenderState.cpp @@ -0,0 +1,354 @@ +/* + * 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 */ |
