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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 "Matrix.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->getFbo());
glBindFramebuffer(GL_FRAMEBUFFER, mLayer->getFbo());
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->getFbo());
// 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->getFbo();
}
///////////////////////////////////////////////////////////////////////////////
// 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
}
// TODO: This implementation is flawed and can generate T-junctions
// in the mesh, which will in turn produce cracks when the
// mesh is rotated/skewed. The easiest way to fix this would
// be, for each row, to add new vertices shared with the previous
// row when the two rows share an edge.
// In practice, T-junctions do not appear often so this has yet
// to be fixed.
void LayerRenderer::generateMesh() {
#if RENDER_LAYERS_AS_REGIONS
if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
if (mLayer->mesh) {
delete mLayer->mesh;
delete mLayer->meshIndices;
mLayer->mesh = NULL;
mLayer->meshIndices = NULL;
mLayer->meshElementCount = 0;
}
mLayer->setRegionAsRect();
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->getWidth());
const float texY = 1.0f / float(mLayer->getHeight());
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("Requesting new render 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->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->setBlend(!isOpaque);
layer->setColorFilter(NULL);
layer->region.clear();
GLuint previousFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
layer->bindTexture();
// Initialize the texture if needed
if (layer->isEmpty()) {
layer->setEmpty(false);
layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE);
if (glGetError() != GL_NO_ERROR) {
LOGD("Could not allocate texture");
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
Caches::getInstance().fboCache.put(fbo);
layer->deleteTexture();
delete layer;
return NULL;
}
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->getTexture(), 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->getFbo(), 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->getHeight()),
width / float(layer->getWidth()), 0.0f);
} else {
layer->deleteTexture();
delete layer;
return false;
}
}
return true;
}
Layer* LayerRenderer::createTextureLayer(bool isOpaque) {
LAYER_RENDERER_LOGD("Creating new texture layer");
Layer* layer = new Layer(0, 0);
layer->setCacheable(false);
layer->setTextureLayer(true);
layer->setBlend(!isOpaque);
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, 0.0f, 1.0f);
layer->region.clear();
layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
glActiveTexture(GL_TEXTURE0);
layer->generateTexture();
return layer;
}
void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
bool isOpaque, GLenum renderTarget, float* transform) {
if (layer) {
layer->setBlend(!isOpaque);
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(transform);
if (renderTarget != layer->getRenderTarget()) {
layer->setRenderTarget(renderTarget);
layer->bindTexture();
layer->setFilter(GL_NEAREST, GL_NEAREST, false, true);
layer->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, false, true);
}
}
}
void LayerRenderer::destroyLayer(Layer* layer) {
if (layer) {
LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
layer->getWidth(), layer->getHeight(), layer->getFbo());
if (layer->getFbo()) {
Caches::getInstance().fboCache.put(layer->getFbo());
}
if (!Caches::getInstance().layerCache.put(layer)) {
LAYER_RENDERER_LOGD(" Destroyed!");
layer->deleteTexture();
delete layer;
} else {
LAYER_RENDERER_LOGD(" Cached!");
#if DEBUG_LAYER_RENDERER
Caches::getInstance().layerCache.dump();
#endif
layer->region.clear();
}
}
}
void LayerRenderer::destroyLayerDeferred(Layer* layer) {
if (layer) {
LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->getFbo());
Caches::getInstance().deleteLayerDeferred(layer);
}
}
bool LayerRenderer::copyLayer(Layer* layer, SkBitmap* bitmap) {
Caches& caches = Caches::getInstance();
if (layer && layer->isTextureLayer() && bitmap->width() <= caches.maxTextureSize &&
bitmap->height() <= caches.maxTextureSize) {
GLuint fbo = caches.fboCache.get();
if (!fbo) {
LOGW("Could not obtain an FBO");
return false;
}
SkAutoLockPixels alp(*bitmap);
GLuint texture;
GLuint previousFbo;
GLenum format;
GLenum type;
GLenum error = GL_NO_ERROR;
bool status = false;
switch (bitmap->config()) {
case SkBitmap::kA8_Config:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case SkBitmap::kRGB_565_Config:
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SkBitmap::kARGB_4444_Config:
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SkBitmap::kARGB_8888_Config:
default:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
}
float alpha = layer->getAlpha();
SkXfermode::Mode mode = layer->getMode();
layer->setAlpha(255, SkXfermode::kSrc_Mode);
layer->setFbo(fbo);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &texture);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
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(layer);
renderer.setViewport(bitmap->width(), bitmap->height());
renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
bitmap->width(), bitmap->height(), !layer->isBlend());
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;
}
status = true;
}
error:
#if DEBUG_OPENGL
if (error != GL_NO_ERROR) {
LOGD("GL error while copying layer into bitmap = 0x%x", error);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
layer->setAlpha(alpha, mode);
layer->setFbo(0);
glDeleteTextures(1, &texture);
caches.fboCache.put(fbo);
return status;
}
return false;
}
}; // namespace uirenderer
}; // namespace android