| /* |
| * Copyright (C) 2014 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 "DeferredLayerUpdater.h" |
| #include "GlLayer.h" |
| #include "VkLayer.h" |
| #include <GpuMemoryTracker.h> |
| #include "renderstate/RenderState.h" |
| |
| #include "renderthread/CanvasContext.h" |
| #include "renderthread/EglManager.h" |
| #include "utils/GLUtils.h" |
| |
| #include <algorithm> |
| |
| #include <ui/ColorSpace.h> |
| |
| namespace android { |
| namespace uirenderer { |
| |
| RenderState::RenderState(renderthread::RenderThread& thread) |
| : mRenderThread(thread) |
| , mViewportWidth(0) |
| , mViewportHeight(0) |
| , mFramebuffer(0) { |
| mThreadId = pthread_self(); |
| } |
| |
| RenderState::~RenderState() { |
| LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, |
| "State object lifecycle not managed correctly"); |
| } |
| |
| void RenderState::onGLContextCreated() { |
| LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, |
| "State object lifecycle not managed correctly"); |
| GpuMemoryTracker::onGpuContextCreated(); |
| |
| mBlend = new Blend(); |
| mMeshState = new MeshState(); |
| mScissor = new Scissor(); |
| mStencil = new Stencil(); |
| |
| // This is delayed because the first access of Caches makes GL calls |
| if (!mCaches) { |
| mCaches = &Caches::createInstance(*this); |
| } |
| mCaches->init(); |
| } |
| |
| static void layerLostGlContext(Layer* layer) { |
| LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL, |
| "layerLostGlContext on non GL layer"); |
| static_cast<GlLayer*>(layer)->onGlContextLost(); |
| } |
| |
| void RenderState::onGLContextDestroyed() { |
| mLayerPool.clear(); |
| |
| // TODO: reset all cached state in state objects |
| std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); |
| |
| mCaches->terminate(); |
| |
| delete mBlend; |
| mBlend = nullptr; |
| delete mMeshState; |
| mMeshState = nullptr; |
| delete mScissor; |
| mScissor = nullptr; |
| delete mStencil; |
| mStencil = nullptr; |
| |
| destroyLayersInUpdater(); |
| GpuMemoryTracker::onGpuContextDestroyed(); |
| } |
| |
| void RenderState::onVkContextCreated() { |
| LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, |
| "State object lifecycle not managed correctly"); |
| GpuMemoryTracker::onGpuContextCreated(); |
| } |
| |
| static void layerDestroyedVkContext(Layer* layer) { |
| LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan, |
| "layerLostVkContext on non Vulkan layer"); |
| static_cast<VkLayer*>(layer)->onVkContextDestroyed(); |
| } |
| |
| void RenderState::onVkContextDestroyed() { |
| mLayerPool.clear(); |
| std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext); |
| GpuMemoryTracker::onGpuContextDestroyed(); |
| } |
| |
| GrContext* RenderState::getGrContext() const { |
| return mRenderThread.getGrContext(); |
| } |
| |
| void RenderState::flush(Caches::FlushMode mode) { |
| switch (mode) { |
| case Caches::FlushMode::Full: |
| // fall through |
| case Caches::FlushMode::Moderate: |
| // fall through |
| case Caches::FlushMode::Layers: |
| mLayerPool.clear(); |
| break; |
| } |
| mCaches->flush(mode); |
| } |
| |
| void RenderState::onBitmapDestroyed(uint32_t pixelRefId) { |
| if (mCaches && mCaches->textureCache.destroyTexture(pixelRefId)) { |
| glFlush(); |
| GL_CHECKPOINT(MODERATE); |
| } |
| } |
| |
| void RenderState::setViewport(GLsizei width, GLsizei height) { |
| mViewportWidth = width; |
| mViewportHeight = height; |
| glViewport(0, 0, mViewportWidth, mViewportHeight); |
| } |
| |
| |
| void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { |
| *outWidth = mViewportWidth; |
| *outHeight = mViewportHeight; |
| } |
| |
| void RenderState::bindFramebuffer(GLuint fbo) { |
| if (mFramebuffer != fbo) { |
| mFramebuffer = fbo; |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); |
| } |
| } |
| |
| GLuint RenderState::createFramebuffer() { |
| GLuint ret; |
| glGenFramebuffers(1, &ret); |
| return ret; |
| } |
| |
| void RenderState::deleteFramebuffer(GLuint fbo) { |
| if (mFramebuffer == fbo) { |
| // GL defines that deleting the currently bound FBO rebinds FBO 0. |
| // Reflect this in our cached value. |
| mFramebuffer = 0; |
| } |
| glDeleteFramebuffers(1, &fbo); |
| } |
| |
| void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { |
| if (mode == DrawGlInfo::kModeProcessNoContext) { |
| // If there's no context we don't need to interrupt as there's |
| // no gl state to save/restore |
| (*functor)(mode, info); |
| } else { |
| interruptForFunctorInvoke(); |
| (*functor)(mode, info); |
| resumeFromFunctorInvoke(); |
| } |
| } |
| |
| void RenderState::interruptForFunctorInvoke() { |
| mCaches->setProgram(nullptr); |
| mCaches->textureState().resetActiveTexture(); |
| meshState().unbindMeshBuffer(); |
| meshState().unbindIndicesBuffer(); |
| meshState().resetVertexPointers(); |
| meshState().disableTexCoordsVertexArray(); |
| debugOverdraw(false, false); |
| // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) |
| if (mCaches->extensions().hasLinearBlending() && |
| mCaches->extensions().hasSRGBWriteControl()) { |
| glDisable(GL_FRAMEBUFFER_SRGB_EXT); |
| } |
| } |
| |
| void RenderState::resumeFromFunctorInvoke() { |
| if (mCaches->extensions().hasLinearBlending() && |
| mCaches->extensions().hasSRGBWriteControl()) { |
| glEnable(GL_FRAMEBUFFER_SRGB_EXT); |
| } |
| |
| glViewport(0, 0, mViewportWidth, mViewportHeight); |
| glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); |
| debugOverdraw(false, false); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| scissor().invalidate(); |
| blend().invalidate(); |
| |
| mCaches->textureState().activateTexture(0); |
| mCaches->textureState().resetBoundTextures(); |
| } |
| |
| void RenderState::debugOverdraw(bool enable, bool clear) { |
| if (Properties::debugOverdraw && mFramebuffer == 0) { |
| if (clear) { |
| scissor().setEnabled(false); |
| stencil().clear(); |
| } |
| if (enable) { |
| stencil().enableDebugWrite(); |
| } else { |
| stencil().disable(); |
| } |
| } |
| } |
| |
| static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) { |
| layerUpdater->destroyLayer(); |
| } |
| |
| void RenderState::destroyLayersInUpdater() { |
| std::for_each(mActiveLayerUpdaters.begin(), mActiveLayerUpdaters.end(), destroyLayerInUpdater); |
| } |
| |
| class DecStrongTask : public renderthread::RenderTask { |
| public: |
| explicit DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} |
| |
| virtual void run() override { |
| mObject->decStrong(nullptr); |
| mObject = nullptr; |
| delete this; |
| } |
| |
| private: |
| VirtualLightRefBase* mObject; |
| }; |
| |
| void RenderState::postDecStrong(VirtualLightRefBase* object) { |
| if (pthread_equal(mThreadId, pthread_self())) { |
| object->decStrong(nullptr); |
| } else { |
| mRenderThread.queue(new DecStrongTask(object)); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Render |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { |
| const Glop::Mesh& mesh = glop.mesh; |
| const Glop::Mesh::Vertices& vertices = mesh.vertices; |
| const Glop::Mesh::Indices& indices = mesh.indices; |
| const Glop::Fill& fill = glop.fill; |
| |
| GL_CHECKPOINT(MODERATE); |
| |
| // --------------------------------------------- |
| // ---------- Program + uniform setup ---------- |
| // --------------------------------------------- |
| mCaches->setProgram(fill.program); |
| |
| if (fill.colorEnabled) { |
| fill.program->setColor(fill.color); |
| } |
| |
| fill.program->set(orthoMatrix, |
| glop.transform.modelView, |
| glop.transform.meshTransform(), |
| glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); |
| |
| // Color filter uniforms |
| if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { |
| const FloatColor& color = fill.filter.color; |
| glUniform4f(mCaches->program().getUniform("colorBlend"), |
| color.r, color.g, color.b, color.a); |
| } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { |
| glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, |
| fill.filter.matrix.matrix); |
| glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, |
| fill.filter.matrix.vector); |
| } |
| |
| // Round rect clipping uniforms |
| if (glop.roundRectClipState) { |
| // TODO: avoid query, and cache values (or RRCS ptr) in program |
| const RoundRectClipState* state = glop.roundRectClipState; |
| const Rect& innerRect = state->innerRect; |
| |
| // add half pixel to round out integer rect space to cover pixel centers |
| float roundedOutRadius = state->radius + 0.5f; |
| |
| // Divide by the radius to simplify the calculations in the fragment shader |
| // roundRectPos is also passed from vertex shader relative to top/left & radius |
| glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"), |
| innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius, |
| (innerRect.right - innerRect.left) / roundedOutRadius, |
| (innerRect.bottom - innerRect.top) / roundedOutRadius); |
| |
| glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), |
| 1, GL_FALSE, &state->matrix.data[0]); |
| |
| glUniform1f(fill.program->getUniform("roundRectRadius"), |
| roundedOutRadius); |
| } |
| |
| GL_CHECKPOINT(MODERATE); |
| |
| // -------------------------------- |
| // ---------- Mesh setup ---------- |
| // -------------------------------- |
| // vertices |
| meshState().bindMeshBuffer(vertices.bufferObject); |
| meshState().bindPositionVertexPointer(vertices.position, vertices.stride); |
| |
| // indices |
| meshState().bindIndicesBuffer(indices.bufferObject); |
| |
| // texture |
| if (fill.texture.texture != nullptr) { |
| const Glop::Fill::TextureData& texture = fill.texture; |
| // texture always takes slot 0, shader samplers increment from there |
| mCaches->textureState().activateTexture(0); |
| |
| mCaches->textureState().bindTexture(texture.texture->target(), texture.texture->id()); |
| if (texture.clamp != GL_INVALID_ENUM) { |
| texture.texture->setWrap(texture.clamp, false, false); |
| } |
| if (texture.filter != GL_INVALID_ENUM) { |
| texture.texture->setFilter(texture.filter, false, false); |
| } |
| |
| if (texture.textureTransform) { |
| glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, |
| GL_FALSE, &texture.textureTransform->data[0]); |
| } |
| } |
| |
| // vertex attributes (tex coord, color, alpha) |
| if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { |
| meshState().enableTexCoordsVertexArray(); |
| meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); |
| } else { |
| meshState().disableTexCoordsVertexArray(); |
| } |
| int colorLocation = -1; |
| if (vertices.attribFlags & VertexAttribFlags::Color) { |
| colorLocation = fill.program->getAttrib("colors"); |
| glEnableVertexAttribArray(colorLocation); |
| glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); |
| } |
| int alphaLocation = -1; |
| if (vertices.attribFlags & VertexAttribFlags::Alpha) { |
| // NOTE: alpha vertex position is computed assuming no VBO |
| const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; |
| alphaLocation = fill.program->getAttrib("vtxAlpha"); |
| glEnableVertexAttribArray(alphaLocation); |
| glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); |
| } |
| // Shader uniforms |
| SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight); |
| |
| GL_CHECKPOINT(MODERATE); |
| Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ? |
| fill.skiaShaderData.bitmapData.bitmapTexture : nullptr; |
| const AutoTexture autoCleanup(texture); |
| |
| // If we have a shader and a base texture, the base texture is assumed to be an alpha mask |
| // which means the color space conversion applies to the shader's bitmap |
| Texture* colorSpaceTexture = texture != nullptr ? texture : fill.texture.texture; |
| if (colorSpaceTexture != nullptr) { |
| if (colorSpaceTexture->hasColorSpaceConversion()) { |
| const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); |
| glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1, |
| GL_FALSE, connector->getTransform().asArray()); |
| } |
| |
| TransferFunctionType transferFunction = colorSpaceTexture->getTransferFunctionType(); |
| if (transferFunction != TransferFunctionType::None) { |
| const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); |
| const ColorSpace& source = connector->getSource(); |
| |
| switch (transferFunction) { |
| case TransferFunctionType::None: |
| break; |
| case TransferFunctionType::Full: |
| glUniform1fv(fill.program->getUniform("transferFunction"), 7, |
| reinterpret_cast<const float*>(&source.getTransferParameters().g)); |
| break; |
| case TransferFunctionType::Limited: |
| glUniform1fv(fill.program->getUniform("transferFunction"), 5, |
| reinterpret_cast<const float*>(&source.getTransferParameters().g)); |
| break; |
| case TransferFunctionType::Gamma: |
| glUniform1f(fill.program->getUniform("transferFunctionGamma"), |
| source.getTransferParameters().g); |
| break; |
| } |
| } |
| } |
| |
| // ------------------------------------ |
| // ---------- GL state setup ---------- |
| // ------------------------------------ |
| blend().setFactors(glop.blend.src, glop.blend.dst); |
| |
| GL_CHECKPOINT(MODERATE); |
| |
| // ------------------------------------ |
| // ---------- Actual drawing ---------- |
| // ------------------------------------ |
| if (indices.bufferObject == meshState().getQuadListIBO()) { |
| // Since the indexed quad list is of limited length, we loop over |
| // the glDrawXXX method while updating the vertex pointer |
| GLsizei elementsCount = mesh.elementCount; |
| const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); |
| while (elementsCount > 0) { |
| GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); |
| GLsizei vertexCount = (drawCount / 6) * 4; |
| meshState().bindPositionVertexPointer(vertexData, vertices.stride); |
| if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { |
| meshState().bindTexCoordsVertexPointer( |
| vertexData + kMeshTextureOffset, vertices.stride); |
| } |
| |
| if (mCaches->extensions().getMajorGlVersion() >= 3) { |
| glDrawRangeElements(mesh.primitiveMode, 0, vertexCount-1, drawCount, GL_UNSIGNED_SHORT, nullptr); |
| } else { |
| glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); |
| } |
| elementsCount -= drawCount; |
| vertexData += vertexCount * vertices.stride; |
| } |
| } else if (indices.bufferObject || indices.indices) { |
| if (mCaches->extensions().getMajorGlVersion() >= 3) { |
| // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine the min/max index values) |
| glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount-1, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); |
| } else { |
| glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); |
| } |
| } else { |
| glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); |
| } |
| |
| GL_CHECKPOINT(MODERATE); |
| |
| // ----------------------------------- |
| // ---------- Mesh teardown ---------- |
| // ----------------------------------- |
| if (vertices.attribFlags & VertexAttribFlags::Alpha) { |
| glDisableVertexAttribArray(alphaLocation); |
| } |
| if (vertices.attribFlags & VertexAttribFlags::Color) { |
| glDisableVertexAttribArray(colorLocation); |
| } |
| |
| GL_CHECKPOINT(MODERATE); |
| } |
| |
| void RenderState::dump() { |
| blend().dump(); |
| meshState().dump(); |
| scissor().dump(); |
| stencil().dump(); |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |