/* * 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. */ #define LOG_TAG "OpenGLRenderer" #define ATRACE_TAG ATRACE_TAG_VIEW #include "LayerCache.h" #include "LayerRenderer.h" #include "Matrix.h" #include "Properties.h" #include "Rect.h" #include "renderstate/RenderState.h" #include "utils/TraceUtils.h" #include #include namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Rendering /////////////////////////////////////////////////////////////////////////////// LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer) : OpenGLRenderer(renderState) , mLayer(layer) { } LayerRenderer::~LayerRenderer() { } void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo()); mRenderState.bindFramebuffer(mLayer->getFbo()); const float width = mLayer->layer.getWidth(); const float height = mLayer->layer.getHeight(); Rect dirty(left, top, right, bottom); if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 && dirty.right >= width && dirty.bottom >= height)) { mLayer->region.clear(); dirty.set(0.0f, 0.0f, width, height); } else { dirty.intersect(0.0f, 0.0f, width, height); android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom); mLayer->region.subtractSelf(r); } mLayer->clipRect.set(dirty); OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque); } void LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) { if (mLayer->isDirty()) { mRenderState.scissor().setEnabled(false); glClear(GL_COLOR_BUFFER_BIT); mRenderState.scissor().reset(); mLayer->setDirty(false); } else { OpenGLRenderer::clear(left, top, right, bottom, opaque); } } bool LayerRenderer::finish() { bool retval = OpenGLRenderer::finish(); generateMesh(); LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo()); // No need to unbind our FBO, this will be taken care of by the caller // who will invoke OpenGLRenderer::resume() return retval; } GLuint LayerRenderer::onGetTargetFbo() const { return mLayer->getFbo(); } bool LayerRenderer::suppressErrorChecks() const { return true; } /////////////////////////////////////////////////////////////////////////////// // Layer support /////////////////////////////////////////////////////////////////////////////// bool LayerRenderer::hasLayer() const { return true; } void LayerRenderer::ensureStencilBuffer() { attachStencilBufferToLayer(mLayer); } /////////////////////////////////////////////////////////////////////////////// // Dirty region tracking /////////////////////////////////////////////////////////////////////////////// Region* LayerRenderer::getRegion() const { if (mState.currentFlags() & Snapshot::kFlagFboTarget) { return OpenGLRenderer::getRegion(); } return &mLayer->region; } // TODO: This implementation uses a very simple approach to fixing T-junctions which keeps the // results as rectangles, and is thus not necessarily efficient in the geometry // produced. Eventually, it may be better to develop triangle-based mechanism. void LayerRenderer::generateMesh() { if (mLayer->region.isRect() || mLayer->region.isEmpty()) { if (mLayer->mesh) { delete[] mLayer->mesh; mLayer->mesh = nullptr; mLayer->meshElementCount = 0; } mLayer->setRegionAsRect(); return; } // avoid T-junctions as they cause artifacts in between the resultant // geometry when complex transforms occur. // TODO: generate the safeRegion only if necessary based on drawing transform (see // OpenGLRenderer::composeLayerRegion()) Region safeRegion = Region::createTJunctionFreeRegion(mLayer->region); size_t count; const android::Rect* rects = safeRegion.getArray(&count); GLsizei elementCount = count * 6; if (mLayer->mesh && mLayer->meshElementCount < elementCount) { delete[] mLayer->mesh; mLayer->mesh = nullptr; } if (!mLayer->mesh) { mLayer->mesh = new TextureVertex[count * 4]; } mLayer->meshElementCount = elementCount; const float texX = 1.0f / float(mLayer->getWidth()); const float texY = 1.0f / float(mLayer->getHeight()); const float height = mLayer->layer.getHeight(); TextureVertex* mesh = mLayer->mesh; for (size_t i = 0; i < count; i++) { const android::Rect* r = &rects[i]; const float u1 = r->left * texX; const float v1 = (height - r->top) * texY; const float u2 = r->right * texX; const float v2 = (height - r->bottom) * texY; TextureVertex::set(mesh++, r->left, r->top, u1, v1); TextureVertex::set(mesh++, r->right, r->top, u2, v1); TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); } } /////////////////////////////////////////////////////////////////////////////// // Layers management /////////////////////////////////////////////////////////////////////////////// Layer* LayerRenderer::createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height) { ATRACE_FORMAT("Allocate %ux%u HW Layer", width, height); LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height); Caches& caches = Caches::getInstance(); GLuint fbo = caches.fboCache.get(); if (!fbo) { ALOGW("Could not obtain an FBO"); return nullptr; } caches.textureState().activateTexture(0); Layer* layer = caches.layerCache.get(renderState, width, height); if (!layer) { ALOGW("Could not obtain a layer"); return nullptr; } // We first obtain a layer before comparing against the max texture size // because layers are not allocated at the exact desired size. They are // always created slighly larger to improve recycling const uint32_t maxTextureSize = caches.maxTextureSize; if (layer->getWidth() > maxTextureSize || layer->getHeight() > maxTextureSize) { ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)", width, height, maxTextureSize, maxTextureSize); // Creating a new layer always increment its refcount by 1, this allows // us to destroy the layer object if one was created for us layer->decStrong(nullptr); return nullptr; } layer->setFbo(fbo); layer->layer.set(0.0f, 0.0f, width, height); layer->texCoords.set(0.0f, height / float(layer->getHeight()), width / float(layer->getWidth()), 0.0f); layer->setAlpha(255, SkXfermode::kSrcOver_Mode); layer->setColorFilter(nullptr); layer->setDirty(true); layer->region.clear(); GLuint previousFbo = renderState.getFramebuffer(); renderState.bindFramebuffer(layer->getFbo()); layer->bindTexture(); // Initialize the texture if needed if (layer->isEmpty()) { layer->setEmpty(false); layer->allocateTexture(); // This should only happen if we run out of memory if (glGetError() != GL_NO_ERROR) { ALOGE("Could not allocate texture for layer (fbo=%d %dx%d)", fbo, width, height); renderState.bindFramebuffer(previousFbo); layer->decStrong(nullptr); return nullptr; } } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layer->getTexture(), 0); renderState.bindFramebuffer(previousFbo); return layer; } bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) { if (layer) { LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height); if (layer->resize(width, height)) { layer->layer.set(0.0f, 0.0f, width, height); layer->texCoords.set(0.0f, height / float(layer->getHeight()), width / float(layer->getWidth()), 0.0f); } else { return false; } } return true; } Layer* LayerRenderer::createTextureLayer(RenderState& renderState) { LAYER_RENDERER_LOGD("Creating new texture layer"); Layer* layer = new Layer(Layer::kType_Texture, renderState, 0, 0); layer->setCacheable(false); layer->setEmpty(true); layer->setFbo(0); layer->setAlpha(255, SkXfermode::kSrcOver_Mode); layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f); layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f); layer->region.clear(); layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer() Caches::getInstance().textureState().activateTexture(0); layer->generateTexture(); return layer; } void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height, bool isOpaque, bool forceFilter, GLenum renderTarget, float* textureTransform) { if (layer) { layer->setBlend(!isOpaque); layer->setForceFilter(forceFilter); layer->setSize(width, height); layer->layer.set(0.0f, 0.0f, width, height); layer->region.set(width, height); layer->regionRect.set(0.0f, 0.0f, width, height); layer->getTexTransform().load(textureTransform); if (renderTarget != layer->getRenderTarget()) { layer->setRenderTarget(renderTarget); layer->bindTexture(); layer->setFilter(GL_NEAREST, false, true); layer->setWrap(GL_CLAMP_TO_EDGE, false, true); } } } void LayerRenderer::destroyLayer(Layer* layer) { if (layer) { ATRACE_FORMAT("Destroy %ux%u HW Layer", layer->getWidth(), layer->getHeight()); LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d", layer->getWidth(), layer->getHeight(), layer->getFbo()); if (!Caches::getInstance().layerCache.put(layer)) { LAYER_RENDERER_LOGD(" Destroyed!"); layer->decStrong(nullptr); } else { LAYER_RENDERER_LOGD(" Cached!"); #if DEBUG_LAYER_RENDERER Caches::getInstance().layerCache.dump(); #endif layer->removeFbo(); layer->region.clear(); } } } void LayerRenderer::flushLayer(RenderState& renderState, Layer* layer) { #ifdef GL_EXT_discard_framebuffer if (!layer) return; GLuint fbo = layer->getFbo(); if (fbo) { // If possible, discard any enqueud operations on deferred // rendering architectures if (Caches::getInstance().extensions().hasDiscardFramebuffer()) { GLuint previousFbo = renderState.getFramebuffer(); if (fbo != previousFbo) { renderState.bindFramebuffer(fbo); } const GLenum attachments[] = { GL_COLOR_ATTACHMENT0 }; glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); if (fbo != previousFbo) { renderState.bindFramebuffer(previousFbo); } } } #endif } bool LayerRenderer::copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap) { Caches& caches = Caches::getInstance(); if (layer && bitmap->width() <= caches.maxTextureSize && bitmap->height() <= caches.maxTextureSize) { GLuint fbo = caches.fboCache.get(); if (!fbo) { ALOGW("Could not obtain an FBO"); return false; } SkAutoLockPixels alp(*bitmap); GLuint texture; GLuint previousFbo; GLsizei previousViewportWidth; GLsizei previousViewportHeight; GLenum format; GLenum type; GLenum error = GL_NO_ERROR; bool status = false; switch (bitmap->colorType()) { case kAlpha_8_SkColorType: format = GL_ALPHA; type = GL_UNSIGNED_BYTE; break; case kRGB_565_SkColorType: format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case kARGB_4444_SkColorType: format = GL_RGBA; type = GL_UNSIGNED_SHORT_4_4_4_4; break; case kN32_SkColorType: default: format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; } float alpha = layer->getAlpha(); SkXfermode::Mode mode = layer->getMode(); GLuint previousLayerFbo = layer->getFbo(); layer->setAlpha(255, SkXfermode::kSrc_Mode); layer->setFbo(fbo); previousFbo = renderState.getFramebuffer(); renderState.getViewport(&previousViewportWidth, &previousViewportHeight); renderState.bindFramebuffer(fbo); glGenTextures(1, &texture); if ((error = glGetError()) != GL_NO_ERROR) goto error; caches.textureState().activateTexture(0); caches.textureState().bindTexture(texture); glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(), 0, format, type, nullptr); if ((error = glGetError()) != GL_NO_ERROR) goto error; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); if ((error = glGetError()) != GL_NO_ERROR) goto error; { LayerRenderer renderer(renderState, layer); renderer.setViewport(bitmap->width(), bitmap->height()); renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f, bitmap->width(), bitmap->height(), !layer->isBlend()); renderState.scissor().setEnabled(false); renderer.translate(0.0f, bitmap->height()); renderer.scale(1.0f, -1.0f); mat4 texTransform(layer->getTexTransform()); mat4 invert; invert.translate(0.0f, 1.0f); invert.scale(1.0f, -1.0f, 1.0f); layer->getTexTransform().multiply(invert); if ((error = glGetError()) != GL_NO_ERROR) goto error; { Rect bounds; bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height()); renderer.drawTextureLayer(layer, bounds); glReadPixels(0, 0, bitmap->width(), bitmap->height(), format, type, bitmap->getPixels()); if ((error = glGetError()) != GL_NO_ERROR) goto error; } layer->getTexTransform().load(texTransform); status = true; } error: #if DEBUG_OPENGL if (error != GL_NO_ERROR) { ALOGD("GL error while copying layer into bitmap = 0x%x", error); } #endif renderState.bindFramebuffer(previousFbo); layer->setAlpha(alpha, mode); layer->setFbo(previousLayerFbo); caches.textureState().deleteTexture(texture); caches.fboCache.put(fbo); renderState.setViewport(previousViewportWidth, previousViewportHeight); return status; } return false; } }; // namespace uirenderer }; // namespace android