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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"
#define ATRACE_TAG ATRACE_TAG_VIEW
#include <ui/Rect.h>
#include <private/hwui/DrawGlInfo.h>
#include "RenderState.h"
#include "LayerCache.h"
#include "LayerRenderer.h"
#include "Matrix.h"
#include "Properties.h"
#include "Rect.h"
#include "utils/TraceUtils.h"
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());
renderState().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()) {
getCaches().disableScissor();
glClear(GL_COLOR_BUFFER_BIT);
getCaches().resetScissor();
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 = NULL;
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 = NULL;
}
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 NULL;
}
caches.activeTexture(0);
Layer* layer = caches.layerCache.get(renderState, width, height);
if (!layer) {
ALOGW("Could not obtain a layer");
return NULL;
}
// 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(0);
return NULL;
}
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(NULL);
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(0);
return NULL;
}
}
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().activeTexture(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(0);
} 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 (Extensions::getInstance().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.activeTexture(0);
caches.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, NULL);
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());
caches.disableScissor();
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.deleteTexture(texture);
caches.fboCache.put(fbo);
renderState.setViewport(previousViewportWidth, previousViewportHeight);
return status;
}
return false;
}
}; // namespace uirenderer
}; // namespace android