/* * 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" #include #include "LayerCache.h" #include "LayerRenderer.h" #include "Properties.h" #include "Rect.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Rendering /////////////////////////////////////////////////////////////////////////////// void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo); glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo); const float width = mLayer->layer.getWidth(); const float height = mLayer->layer.getHeight(); #if RENDER_LAYERS_AS_REGIONS 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); } OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque); #else OpenGLRenderer::prepareDirty(0.0f, 0.0f, width, height, opaque); #endif } void LayerRenderer::finish() { OpenGLRenderer::finish(); generateMesh(); LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->fbo); // No need to unbind our FBO, this will be taken care of by the caller // who will invoke OpenGLRenderer::resume() } GLint LayerRenderer::getTargetFbo() { return mLayer->fbo; } /////////////////////////////////////////////////////////////////////////////// // Dirty region tracking /////////////////////////////////////////////////////////////////////////////// bool LayerRenderer::hasLayer() { return true; } Region* LayerRenderer::getRegion() { #if RENDER_LAYERS_AS_REGIONS if (getSnapshot()->flags & Snapshot::kFlagFboTarget) { return OpenGLRenderer::getRegion(); } return &mLayer->region; #else return OpenGLRenderer::getRegion(); #endif } void LayerRenderer::generateMesh() { #if RENDER_LAYERS_AS_REGIONS #if RENDER_LAYERS_RECT_AS_RECT if (mLayer->region.isRect() || mLayer->region.isEmpty()) { #else if (mLayer->region.isEmpty()) { #endif if (mLayer->mesh) { delete mLayer->mesh; delete mLayer->meshIndices; mLayer->mesh = NULL; mLayer->meshIndices = NULL; mLayer->meshElementCount = 0; } return; } size_t count; const android::Rect* rects = mLayer->region.getArray(&count); GLsizei elementCount = count * 6; if (mLayer->mesh && mLayer->meshElementCount < elementCount) { delete mLayer->mesh; delete mLayer->meshIndices; mLayer->mesh = NULL; mLayer->meshIndices = NULL; } bool rebuildIndices = false; if (!mLayer->mesh) { mLayer->mesh = new TextureVertex[count * 4]; mLayer->meshIndices = new uint16_t[elementCount]; rebuildIndices = true; } mLayer->meshElementCount = elementCount; const float texX = 1.0f / float(mLayer->width); const float texY = 1.0f / float(mLayer->height); const float height = mLayer->layer.getHeight(); TextureVertex* mesh = mLayer->mesh; uint16_t* indices = mLayer->meshIndices; 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); if (rebuildIndices) { uint16_t quad = i * 4; int index = i * 6; indices[index ] = quad; // top-left indices[index + 1] = quad + 1; // top-right indices[index + 2] = quad + 2; // bottom-left indices[index + 3] = quad + 2; // bottom-left indices[index + 4] = quad + 1; // top-right indices[index + 5] = quad + 3; // bottom-right } } #endif } /////////////////////////////////////////////////////////////////////////////// // Layers management /////////////////////////////////////////////////////////////////////////////// Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) { LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height); GLuint fbo = Caches::getInstance().fboCache.get(); if (!fbo) { LOGW("Could not obtain an FBO"); return NULL; } glActiveTexture(GL_TEXTURE0); Layer* layer = Caches::getInstance().layerCache.get(width, height); if (!layer) { LOGW("Could not obtain a layer"); return NULL; } layer->fbo = fbo; layer->layer.set(0.0f, 0.0f, width, height); layer->texCoords.set(0.0f, height / float(layer->height), width / float(layer->width), 0.0f); layer->alpha = 255; layer->mode = SkXfermode::kSrcOver_Mode; layer->blend = !isOpaque; layer->colorFilter = NULL; layer->region.clear(); GLuint previousFbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo); glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); glBindTexture(GL_TEXTURE_2D, layer->texture); // Initialize the texture if needed if (layer->empty) { layer->empty = false; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (glGetError() != GL_NO_ERROR) { LOGD("Could not allocate texture"); glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); glDeleteTextures(1, &layer->texture); Caches::getInstance().fboCache.put(fbo); delete layer; return NULL; } } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layer->texture, 0); glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); glBindFramebuffer(GL_FRAMEBUFFER, 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->fbo, width, height); if (Caches::getInstance().layerCache.resize(layer, width, height)) { layer->layer.set(0.0f, 0.0f, width, height); layer->texCoords.set(0.0f, height / float(layer->height), width / float(layer->width), 0.0f); } else { if (layer->texture) glDeleteTextures(1, &layer->texture); delete layer; return false; } } return true; } void LayerRenderer::destroyLayer(Layer* layer) { if (layer) { LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo); if (layer->fbo) { Caches::getInstance().fboCache.put(layer->fbo); } if (!Caches::getInstance().layerCache.put(layer)) { if (layer->texture) glDeleteTextures(1, &layer->texture); delete layer; } else { layer->region.clear(); } } } void LayerRenderer::destroyLayerDeferred(Layer* layer) { if (layer) { LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo); Caches::getInstance().deleteLayerDeferred(layer); } } }; // namespace uirenderer }; // namespace android