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/*
* 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 <ui/Rect.h>
#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