| /* |
| * 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 "renderstate/RenderState.h" |
| |
| #include "renderthread/CanvasContext.h" |
| #include "renderthread/EglManager.h" |
| #include "utils/GLUtils.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"); |
| 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(); |
| mCaches->textureCache.setAssetAtlas(&mAssetAtlas); |
| } |
| |
| static void layerLostGlContext(Layer* layer) { |
| layer->onGlContextLost(); |
| } |
| |
| void RenderState::onGLContextDestroyed() { |
| /* |
| size_t size = mActiveLayers.size(); |
| if (CC_UNLIKELY(size != 0)) { |
| ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d", |
| mRegisteredContexts.size(), size, mActiveLayers.empty()); |
| mCaches->dumpMemoryUsage(); |
| for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin(); |
| cit != mRegisteredContexts.end(); cit++) { |
| renderthread::CanvasContext* context = *cit; |
| ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get()); |
| ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size()); |
| for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin(); |
| pit != context->mPrefetechedLayers.end(); pit++) { |
| (*pit)->debugDumpLayers(" "); |
| } |
| context->mRootRenderNode->debugDumpLayers(" "); |
| } |
| |
| |
| if (mActiveLayers.begin() == mActiveLayers.end()) { |
| ALOGE("set has become empty. wat."); |
| } |
| for (std::set<const Layer*>::iterator lit = mActiveLayers.begin(); |
| lit != mActiveLayers.end(); lit++) { |
| const Layer* layer = *(lit); |
| ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d", |
| layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered); |
| } |
| LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size); |
| } |
| */ |
| |
| // TODO: reset all cached state in state objects |
| std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); |
| mAssetAtlas.terminate(); |
| |
| mCaches->terminate(); |
| |
| delete mBlend; |
| mBlend = nullptr; |
| delete mMeshState; |
| mMeshState = nullptr; |
| delete mScissor; |
| mScissor = nullptr; |
| delete mStencil; |
| mStencil = nullptr; |
| } |
| |
| 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); |
| } |
| } |
| |
| 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); |
| } |
| |
| void RenderState::resumeFromFunctorInvoke() { |
| 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(); |
| } |
| } |
| } |
| |
| void RenderState::requireGLContext() { |
| assertOnGLThread(); |
| LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(), |
| "No GL context!"); |
| } |
| |
| void RenderState::assertOnGLThread() { |
| pthread_t curr = pthread_self(); |
| LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); |
| } |
| |
| class DecStrongTask : public renderthread::RenderTask { |
| public: |
| DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} |
| |
| virtual void run() override { |
| mObject->decStrong(nullptr); |
| mObject = nullptr; |
| delete this; |
| } |
| |
| private: |
| VirtualLightRefBase* mObject; |
| }; |
| |
| void RenderState::postDecStrong(VirtualLightRefBase* object) { |
| mRenderThread.queue(new DecStrongTask(object)); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Render |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void RenderState::render(const Glop& glop) { |
| 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; |
| |
| // --------------------------------------------- |
| // ---------- Program + uniform setup ---------- |
| // --------------------------------------------- |
| mCaches->setProgram(fill.program); |
| |
| if (fill.colorEnabled) { |
| fill.program->setColor(fill.color); |
| } |
| |
| fill.program->set(glop.transform.ortho, |
| glop.transform.modelView, |
| glop.transform.meshTransform(), |
| glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); |
| |
| // Color filter uniforms |
| if (fill.filterMode == ProgramDescription::kColorBlend) { |
| const FloatColor& color = fill.filter.color; |
| glUniform4f(mCaches->program().getUniform("colorBlend"), |
| color.r, color.g, color.b, color.a); |
| } else if (fill.filterMode == ProgramDescription::kColorMatrix) { |
| 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; |
| glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), |
| innerRect.left, innerRect.top, |
| innerRect.right, innerRect.bottom); |
| glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), |
| 1, GL_FALSE, &state->matrix.data[0]); |
| |
| // add half pixel to round out integer rect space to cover pixel centers |
| float roundedOutRadius = state->radius + 0.5f; |
| glUniform1f(fill.program->getUniform("roundRectRadius"), |
| roundedOutRadius); |
| } |
| |
| // -------------------------------- |
| // ---------- Mesh setup ---------- |
| // -------------------------------- |
| // vertices |
| const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject) |
| || (vertices.position != nullptr); |
| meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride); |
| |
| // indices |
| meshState().bindIndicesBufferInternal(indices.bufferObject); |
| |
| if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { |
| const Glop::Fill::TextureData& texture = fill.texture; |
| // texture always takes slot 0, shader samplers increment from there |
| mCaches->textureState().activateTexture(0); |
| |
| if (texture.clamp != GL_INVALID_ENUM) { |
| texture.texture->setWrap(texture.clamp, true, false, texture.target); |
| } |
| if (texture.filter != GL_INVALID_ENUM) { |
| texture.texture->setFilter(texture.filter, true, false, texture.target); |
| } |
| |
| mCaches->textureState().bindTexture(texture.target, texture.texture->id); |
| meshState().enableTexCoordsVertexArray(); |
| meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride); |
| |
| if (texture.textureTransform) { |
| glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, |
| GL_FALSE, &texture.textureTransform->data[0]); |
| } |
| } 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); |
| |
| // ------------------------------------ |
| // ---------- GL state setup ---------- |
| // ------------------------------------ |
| blend().setFactors(glop.blend.src, glop.blend.dst); |
| |
| // ------------------------------------ |
| // ---------- 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 = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); |
| |
| // rebind pointers without forcing, since initial bind handled above |
| meshState().bindPositionVertexPointer(false, vertexData, vertices.stride); |
| if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { |
| meshState().bindTexCoordsVertexPointer(false, |
| vertexData + kMeshTextureOffset, vertices.stride); |
| } |
| |
| glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); |
| elementsCount -= drawCount; |
| vertexData += (drawCount / 6) * 4 * vertices.stride; |
| } |
| } else if (indices.bufferObject || indices.indices) { |
| glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); |
| } else { |
| glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); |
| } |
| |
| // ----------------------------------- |
| // ---------- Mesh teardown ---------- |
| // ----------------------------------- |
| if (vertices.attribFlags & VertexAttribFlags::Alpha) { |
| glDisableVertexAttribArray(alphaLocation); |
| } |
| if (vertices.attribFlags & VertexAttribFlags::Color) { |
| glDisableVertexAttribArray(colorLocation); |
| } |
| } |
| |
| void RenderState::dump() { |
| blend().dump(); |
| meshState().dump(); |
| scissor().dump(); |
| stencil().dump(); |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |