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/*
* Copyright (C) 2015 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 "BakedOpRenderer.h"
#include "Caches.h"
#include "Glop.h"
#include "GlopBuilder.h"
#include "renderstate/OffscreenBufferPool.h"
#include "renderstate/RenderState.h"
#include "utils/GLUtils.h"
#include "VertexBuffer.h"
#include <algorithm>
#include <math.h>
namespace android {
namespace uirenderer {
////////////////////////////////////////////////////////////////////////////////
// BakedOpRenderer
////////////////////////////////////////////////////////////////////////////////
OffscreenBuffer* BakedOpRenderer::startTemporaryLayer(uint32_t width, uint32_t height) {
LOG_ALWAYS_FATAL_IF(mRenderTarget.offscreenBuffer, "already has layer...");
OffscreenBuffer* buffer = mRenderState.layerPool().get(mRenderState, width, height);
startRepaintLayer(buffer, Rect(width, height));
return buffer;
}
void BakedOpRenderer::startRepaintLayer(OffscreenBuffer* offscreenBuffer, const Rect& repaintRect) {
LOG_ALWAYS_FATAL_IF(mRenderTarget.offscreenBuffer, "already has layer...");
mRenderTarget.offscreenBuffer = offscreenBuffer;
// create and bind framebuffer
mRenderTarget.frameBufferId = mRenderState.genFramebuffer();
mRenderState.bindFramebuffer(mRenderTarget.frameBufferId);
// attach the texture to the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
offscreenBuffer->texture.id, 0);
LOG_ALWAYS_FATAL_IF(GLUtils::dumpGLErrors(), "startLayer FAILED");
LOG_ALWAYS_FATAL_IF(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE,
"framebuffer incomplete!");
// Change the viewport & ortho projection
setViewport(offscreenBuffer->viewportWidth, offscreenBuffer->viewportHeight);
clearColorBuffer(repaintRect);
}
void BakedOpRenderer::endLayer() {
mRenderTarget.offscreenBuffer->updateMeshFromRegion();
mRenderTarget.offscreenBuffer = nullptr;
// Detach the texture from the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
LOG_ALWAYS_FATAL_IF(GLUtils::dumpGLErrors(), "endLayer FAILED");
mRenderState.deleteFramebuffer(mRenderTarget.frameBufferId);
mRenderTarget.frameBufferId = -1;
}
void BakedOpRenderer::startFrame(uint32_t width, uint32_t height, const Rect& repaintRect) {
mRenderState.bindFramebuffer(0);
setViewport(width, height);
mCaches.clearGarbage();
if (!mOpaque) {
clearColorBuffer(repaintRect);
}
}
void BakedOpRenderer::endFrame() {
mCaches.pathCache.trim();
mCaches.tessellationCache.trim();
#if DEBUG_OPENGL
GLUtils::dumpGLErrors();
#endif
#if DEBUG_MEMORY_USAGE
mCaches.dumpMemoryUsage();
#else
if (Properties::debugLevel & kDebugMemory) {
mCaches.dumpMemoryUsage();
}
#endif
}
void BakedOpRenderer::setViewport(uint32_t width, uint32_t height) {
mRenderTarget.viewportWidth = width;
mRenderTarget.viewportHeight = height;
mRenderTarget.orthoMatrix.loadOrtho(width, height);
mRenderState.setViewport(width, height);
mRenderState.blend().syncEnabled();
}
void BakedOpRenderer::clearColorBuffer(const Rect& rect) {
if (Rect(mRenderTarget.viewportWidth, mRenderTarget.viewportHeight).contains(rect)) {
// Full viewport is being cleared - disable scissor
mRenderState.scissor().setEnabled(false);
} else {
// Requested rect is subset of viewport - scissor to it to avoid over-clearing
mRenderState.scissor().setEnabled(true);
mRenderState.scissor().set(rect.left, mRenderTarget.viewportHeight - rect.bottom,
rect.getWidth(), rect.getHeight());
}
glClear(GL_COLOR_BUFFER_BIT);
if (!mRenderTarget.frameBufferId) mHasDrawn = true;
}
Texture* BakedOpRenderer::getTexture(const SkBitmap* bitmap) {
Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap);
if (!texture) {
return mCaches.textureCache.get(bitmap);
}
return texture;
}
void BakedOpRenderer::renderGlop(const BakedOpState& state, const Glop& glop) {
bool useScissor = state.computedState.clipSideFlags != OpClipSideFlags::None;
mRenderState.scissor().setEnabled(useScissor);
if (useScissor) {
const Rect& clip = state.computedState.clipRect;
mRenderState.scissor().set(clip.left, mRenderTarget.viewportHeight - clip.bottom,
clip.getWidth(), clip.getHeight());
}
if (mRenderTarget.offscreenBuffer) { // TODO: not with multi-draw
// register layer damage to draw-back region
const Rect& uiDirty = state.computedState.clippedBounds;
android::Rect dirty(uiDirty.left, uiDirty.top, uiDirty.right, uiDirty.bottom);
mRenderTarget.offscreenBuffer->region.orSelf(dirty);
}
mRenderState.render(glop, mRenderTarget.orthoMatrix);
if (!mRenderTarget.frameBufferId) mHasDrawn = true;
}
////////////////////////////////////////////////////////////////////////////////
// static BakedOpDispatcher methods
////////////////////////////////////////////////////////////////////////////////
void BakedOpDispatcher::onRenderNodeOp(BakedOpRenderer&, const RenderNodeOp&, const BakedOpState&) {
LOG_ALWAYS_FATAL("unsupported operation");
}
void BakedOpDispatcher::onBeginLayerOp(BakedOpRenderer& renderer, const BeginLayerOp& op, const BakedOpState& state) {
LOG_ALWAYS_FATAL("unsupported operation");
}
void BakedOpDispatcher::onEndLayerOp(BakedOpRenderer& renderer, const EndLayerOp& op, const BakedOpState& state) {
LOG_ALWAYS_FATAL("unsupported operation");
}
void BakedOpDispatcher::onBitmapOp(BakedOpRenderer& renderer, const BitmapOp& op, const BakedOpState& state) {
renderer.caches().textureState().activateTexture(0); // TODO: should this be automatic, and/or elsewhere?
Texture* texture = renderer.getTexture(op.bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const int textureFillFlags = (op.bitmap->colorType() == kAlpha_8_SkColorType)
? TextureFillFlags::IsAlphaMaskTexture : TextureFillFlags::None;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUnitQuad(texture->uvMapper)
.setFillTexturePaint(*texture, textureFillFlags, op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height))
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onLinesOp(BakedOpRenderer& renderer, const LinesOp& op, const BakedOpState& state) {
LOG_ALWAYS_FATAL("todo");
}
void BakedOpDispatcher::onRectOp(BakedOpRenderer& renderer, const RectOp& op, const BakedOpState& state) {
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshUnitQuad()
.setFillPaint(*op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
namespace VertexBufferRenderFlags {
enum {
Offset = 0x1,
ShadowInterp = 0x2,
};
}
static void renderVertexBuffer(BakedOpRenderer& renderer, const BakedOpState& state,
const VertexBuffer& vertexBuffer, float translateX, float translateY,
SkPaint& paint, int vertexBufferRenderFlags) {
if (CC_LIKELY(vertexBuffer.getVertexCount())) {
bool shadowInterp = vertexBufferRenderFlags & VertexBufferRenderFlags::ShadowInterp;
const int transformFlags = TransformFlags::OffsetByFudgeFactor;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshVertexBuffer(vertexBuffer, shadowInterp)
.setFillPaint(paint, state.alpha)
.setTransform(state.computedState.transform, transformFlags)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.build();
renderer.renderGlop(state, glop);
}
}
static void renderShadow(BakedOpRenderer& renderer, const BakedOpState& state, float casterAlpha,
const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) {
SkPaint paint;
paint.setAntiAlias(true); // want to use AlphaVertex
// The caller has made sure casterAlpha > 0.
uint8_t ambientShadowAlpha = renderer.getLightInfo().ambientShadowAlpha;
if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
ambientShadowAlpha = Properties::overrideAmbientShadowStrength;
}
if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) {
paint.setAlpha((uint8_t)(casterAlpha * ambientShadowAlpha));
renderVertexBuffer(renderer, state, *ambientShadowVertexBuffer, 0, 0,
paint, VertexBufferRenderFlags::ShadowInterp);
}
uint8_t spotShadowAlpha = renderer.getLightInfo().spotShadowAlpha;
if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
spotShadowAlpha = Properties::overrideSpotShadowStrength;
}
if (spotShadowVertexBuffer && spotShadowAlpha > 0) {
paint.setAlpha((uint8_t)(casterAlpha * spotShadowAlpha));
renderVertexBuffer(renderer, state, *spotShadowVertexBuffer, 0, 0,
paint, VertexBufferRenderFlags::ShadowInterp);
}
}
void BakedOpDispatcher::onShadowOp(BakedOpRenderer& renderer, const ShadowOp& op, const BakedOpState& state) {
TessellationCache::vertexBuffer_pair_t buffers;
renderer.caches().tessellationCache.getShadowBuffers(&state.computedState.transform,
op.localClipRect, op.casterAlpha >= 1.0f, op.casterPath,
&op.shadowMatrixXY, &op.shadowMatrixZ,
op.lightCenter, renderer.getLightInfo().lightRadius,
buffers);
renderShadow(renderer, state, op.casterAlpha, buffers.first, buffers.second);
}
void BakedOpDispatcher::onSimpleRectsOp(BakedOpRenderer& renderer, const SimpleRectsOp& op, const BakedOpState& state) {
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshIndexedQuads(&op.vertices[0], op.vertexCount / 4)
.setFillPaint(*op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRect(0, 0, op.unmappedBounds)
.build();
renderer.renderGlop(state, glop);
}
static void renderTextShadow(BakedOpRenderer& renderer, FontRenderer& fontRenderer,
const TextOp& op, const BakedOpState& state) {
renderer.caches().textureState().activateTexture(0);
PaintUtils::TextShadow textShadow;
if (!PaintUtils::getTextShadow(op.paint, &textShadow)) {
LOG_ALWAYS_FATAL("failed to query shadow attributes");
}
renderer.caches().dropShadowCache.setFontRenderer(fontRenderer);
ShadowTexture* texture = renderer.caches().dropShadowCache.get(
op.paint, (const char*) op.glyphs,
op.glyphCount, textShadow.radius, op.positions);
// If the drop shadow exceeds the max texture size or couldn't be
// allocated, skip drawing
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float sx = op.x - texture->left + textShadow.dx;
const float sy = op.y - texture->top + textShadow.dy;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedUnitQuad(nullptr)
.setFillShadowTexturePaint(*texture, textShadow.color, *op.paint, state.alpha)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height))
.build();
renderer.renderGlop(state, glop);
}
void BakedOpDispatcher::onTextOp(BakedOpRenderer& renderer, const TextOp& op, const BakedOpState& state) {
FontRenderer& fontRenderer = renderer.caches().fontRenderer.getFontRenderer();
if (CC_UNLIKELY(PaintUtils::hasTextShadow(op.paint))) {
fontRenderer.setFont(op.paint, SkMatrix::I());
renderTextShadow(renderer, fontRenderer, op, state);
}
float x = op.x;
float y = op.y;
const Matrix4& transform = state.computedState.transform;
const bool pureTranslate = transform.isPureTranslate();
if (CC_LIKELY(pureTranslate)) {
x = floorf(x + transform.getTranslateX() + 0.5f);
y = floorf(y + transform.getTranslateY() + 0.5f);
fontRenderer.setFont(op.paint, SkMatrix::I());
fontRenderer.setTextureFiltering(false);
} else if (CC_UNLIKELY(transform.isPerspective())) {
fontRenderer.setFont(op.paint, SkMatrix::I());
fontRenderer.setTextureFiltering(true);
} else {
// We only pass a partial transform to the font renderer. That partial
// matrix defines how glyphs are rasterized. Typically we want glyphs
// to be rasterized at their final size on screen, which means the partial
// matrix needs to take the scale factor into account.
// When a partial matrix is used to transform glyphs during rasterization,
// the mesh is generated with the inverse transform (in the case of scale,
// the mesh is generated at 1.0 / scale for instance.) This allows us to
// apply the full transform matrix at draw time in the vertex shader.
// Applying the full matrix in the shader is the easiest way to handle
// rotation and perspective and allows us to always generated quads in the
// font renderer which greatly simplifies the code, clipping in particular.
float sx, sy;
transform.decomposeScale(sx, sy);
fontRenderer.setFont(op.paint, SkMatrix::MakeScale(
roundf(std::max(1.0f, sx)),
roundf(std::max(1.0f, sy))));
fontRenderer.setTextureFiltering(true);
}
// TODO: Implement better clipping for scaled/rotated text
const Rect* clip = !pureTranslate ? nullptr : &state.computedState.clipRect;
Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f);
int alpha = PaintUtils::getAlphaDirect(op.paint) * state.alpha;
SkXfermode::Mode mode = PaintUtils::getXfermodeDirect(op.paint);
TextDrawFunctor functor(&renderer, &state, x, y, pureTranslate, alpha, mode, op.paint);
bool hasActiveLayer = false; // TODO
fontRenderer.renderPosText(op.paint, clip, (const char*) op.glyphs, op.glyphCount, x, y,
op.positions, hasActiveLayer ? &layerBounds : nullptr, &functor, true); // TODO: merging
}
void BakedOpDispatcher::onLayerOp(BakedOpRenderer& renderer, const LayerOp& op, const BakedOpState& state) {
OffscreenBuffer* buffer = *op.layerHandle;
// TODO: extend this to handle HW layers & paint properties which
// reside in node.properties().layerProperties()
float layerAlpha = op.alpha * state.alpha;
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
.setMeshTexturedIndexedVbo(buffer->vbo, buffer->elementCount)
.setFillLayer(buffer->texture, op.colorFilter, layerAlpha, op.mode, Blend::ModeOrderSwap::NoSwap)
.setTransform(state.computedState.transform, TransformFlags::None)
.setModelViewOffsetRectSnap(op.unmappedBounds.left, op.unmappedBounds.top,
Rect(op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight()))
.build();
renderer.renderGlop(state, glop);
if (op.destroy) {
renderer.renderState().layerPool().putOrDelete(buffer);
}
}
} // namespace uirenderer
} // namespace android