| /* |
| * 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. |
| */ |
| |
| #include "LayerCache.h" |
| #include "LayerRenderer.h" |
| #include "Matrix.h" |
| #include "Properties.h" |
| #include "Rect.h" |
| #include "renderstate/RenderState.h" |
| #include "utils/GLUtils.h" |
| #include "utils/TraceUtils.h" |
| |
| #include <ui/Rect.h> |
| |
| #include <private/hwui/DrawGlInfo.h> |
| |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Rendering |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer) |
| : OpenGLRenderer(renderState) |
| , mLayer(layer) { |
| } |
| |
| LayerRenderer::~LayerRenderer() { |
| } |
| |
| void LayerRenderer::prepareDirty(int viewportWidth, int viewportHeight, |
| float left, float top, float right, float bottom, bool opaque) { |
| LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo()); |
| |
| mRenderState.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.doIntersect(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(viewportWidth, viewportHeight, |
| 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()) { |
| mRenderState.scissor().setEnabled(false); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| mRenderState.scissor().reset(); |
| 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::getTargetFbo() 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 = nullptr; |
| 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 = nullptr; |
| } |
| |
| 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 = renderState.genFramebuffer(); |
| if (!fbo) { |
| ALOGW("Could not obtain an FBO"); |
| return nullptr; |
| } |
| |
| caches.textureState().activateTexture(0); |
| Layer* layer = caches.layerCache.get(renderState, width, height); |
| if (!layer) { |
| ALOGW("Could not obtain a layer"); |
| return nullptr; |
| } |
| |
| // 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 slightly 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(nullptr); |
| |
| return nullptr; |
| } |
| |
| 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(nullptr); |
| 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 (CC_UNLIKELY(GLUtils::dumpGLErrors())) { |
| LOG_ALWAYS_FATAL("Could not allocate texture for layer (fbo=%d %dx%d)", |
| fbo, width, height); |
| renderState.bindFramebuffer(previousFbo); |
| layer->decStrong(nullptr); |
| return nullptr; |
| } |
| } |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| layer->getTextureId(), 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::Type::Texture, renderState, 0, 0); |
| layer->setCacheable(false); |
| 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().textureState().activateTexture(0); |
| layer->generateTexture(); |
| |
| return layer; |
| } |
| |
| void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height, |
| bool isOpaque, bool forceFilter, GLenum renderTarget, const 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(nullptr); |
| } 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 (Caches::getInstance().extensions().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 = renderState.getFramebuffer(); |
| 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; |
| |
| 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); |
| |
| caches.textureState().activateTexture(0); |
| caches.textureState().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, nullptr); |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, texture, 0); |
| |
| { |
| LayerRenderer renderer(renderState, layer); |
| renderer.OpenGLRenderer::prepareDirty(bitmap->width(), bitmap->height(), |
| 0.0f, 0.0f, bitmap->width(), bitmap->height(), !layer->isBlend()); |
| |
| renderState.scissor().setEnabled(false); |
| renderer.translate(0.0f, bitmap->height()); |
| renderer.scale(1.0f, -1.0f); |
| |
| { |
| 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()); |
| |
| } |
| |
| status = true; |
| } |
| |
| renderState.bindFramebuffer(previousFbo); |
| layer->setAlpha(alpha, mode); |
| layer->setFbo(previousLayerFbo); |
| caches.textureState().deleteTexture(texture); |
| renderState.deleteFramebuffer(fbo); |
| renderState.setViewport(previousViewportWidth, previousViewportHeight); |
| |
| GL_CHECKPOINT(MODERATE); |
| |
| return status; |
| } |
| return false; |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |