LayerRenderer.cpp revision 4f09f5417b5c14fd31336dacfff86972e7885a03
1/*
2 * Copyright (C) 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include "LayerRenderer.h"
20#include "Properties.h"
21
22namespace android {
23namespace uirenderer {
24
25///////////////////////////////////////////////////////////////////////////////
26// Rendering
27///////////////////////////////////////////////////////////////////////////////
28
29void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
30    LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
31
32#if RENDER_LAYERS_AS_REGIONS
33    mLayer->region.clear();
34#endif
35
36    glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
37
38    OpenGLRenderer::prepareDirty(0.0f, 0.0f, mLayer->width, mLayer->height, opaque);
39}
40
41void LayerRenderer::finish() {
42    OpenGLRenderer::finish();
43
44    generateMesh();
45
46    LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo);
47
48    // No need to unbind our FBO, this will be taken care of by the caller
49    // who will invoke OpenGLRenderer::resume()
50}
51
52GLint LayerRenderer::getTargetFbo() {
53    return mLayer->fbo;
54}
55
56///////////////////////////////////////////////////////////////////////////////
57// Dirty region tracking
58///////////////////////////////////////////////////////////////////////////////
59
60bool LayerRenderer::hasLayer() {
61    return true;
62}
63
64Region* LayerRenderer::getRegion() {
65#if RENDER_LAYERS_AS_REGIONS
66    if (getSnapshot()->flags & Snapshot::kFlagFboTarget) {
67        return OpenGLRenderer::getRegion();
68    }
69    return &mLayer->region;
70#else
71    return OpenGLRenderer::getRegion();
72#endif
73}
74
75void LayerRenderer::generateMesh() {
76#if RENDER_LAYERS_AS_REGIONS
77    if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
78        if (mLayer->mesh) {
79            delete mLayer->mesh;
80            delete mLayer->meshIndices;
81
82            mLayer->mesh = NULL;
83            mLayer->meshIndices = NULL;
84            mLayer->meshElementCount = 0;
85        }
86        return;
87    }
88
89    size_t count;
90    const android::Rect* rects = mLayer->region.getArray(&count);
91
92    GLsizei elementCount = count * 6;
93
94    if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
95        delete mLayer->mesh;
96        delete mLayer->meshIndices;
97
98        mLayer->mesh = NULL;
99        mLayer->meshIndices = NULL;
100    }
101
102    bool rebuildIndices = false;
103    if (!mLayer->mesh) {
104        mLayer->mesh = new TextureVertex[count * 4];
105        mLayer->meshIndices = new uint16_t[elementCount];
106        rebuildIndices = true;
107    }
108    mLayer->meshElementCount = elementCount;
109
110    const float texX = 1.0f / float(mLayer->width);
111    const float texY = 1.0f / float(mLayer->height);
112    const float height = mLayer->layer.getHeight();
113
114    TextureVertex* mesh = mLayer->mesh;
115    uint16_t* indices = mLayer->meshIndices;
116
117    for (size_t i = 0; i < count; i++) {
118        const android::Rect* r = &rects[i];
119
120        const float u1 = r->left * texX;
121        const float v1 = (height - r->top) * texY;
122        const float u2 = r->right * texX;
123        const float v2 = (height - r->bottom) * texY;
124
125        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
126        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
127        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
128        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
129
130        if (rebuildIndices) {
131            uint16_t quad = i * 4;
132            int index = i * 6;
133            indices[index    ] = quad;       // top-left
134            indices[index + 1] = quad + 1;   // top-right
135            indices[index + 2] = quad + 2;   // bottom-left
136            indices[index + 3] = quad + 2;   // bottom-left
137            indices[index + 4] = quad + 1;   // top-right
138            indices[index + 5] = quad + 3;   // bottom-right
139        }
140    }
141#endif
142}
143
144///////////////////////////////////////////////////////////////////////////////
145// Layers management
146///////////////////////////////////////////////////////////////////////////////
147
148Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
149    LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height);
150
151    Layer* layer = new Layer(width, height);
152
153    GLuint previousFbo;
154    glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
155
156    glGenFramebuffers(1, &layer->fbo);
157    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
158
159    if (glGetError() != GL_NO_ERROR) {
160        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
161        glDeleteBuffers(1, &layer->fbo);
162        return 0;
163    }
164
165    glActiveTexture(GL_TEXTURE0);
166    glGenTextures(1, &layer->texture);
167    glBindTexture(GL_TEXTURE_2D, layer->texture);
168
169    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
170
171    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
172    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
173
174    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
175    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
176
177    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
178            GL_RGBA, GL_UNSIGNED_BYTE, NULL);
179
180    if (glGetError() != GL_NO_ERROR) {
181        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
182        glDeleteBuffers(1, &layer->fbo);
183        glDeleteTextures(1, &layer->texture);
184        delete layer;
185        return 0;
186    }
187
188    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
189            layer->texture, 0);
190
191    if (glGetError() != GL_NO_ERROR) {
192        glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
193        glDeleteBuffers(1, &layer->fbo);
194        glDeleteTextures(1, &layer->texture);
195        delete layer;
196        return 0;
197    }
198
199    glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
200
201    layer->layer.set(0.0f, 0.0f, width, height);
202    layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
203    layer->alpha = 255;
204    layer->mode = SkXfermode::kSrcOver_Mode;
205    layer->blend = !isOpaque;
206    layer->empty = false;
207    layer->colorFilter = NULL;
208
209    return layer;
210}
211
212bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
213    if (layer) {
214        LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->fbo, width, height);
215
216        glActiveTexture(GL_TEXTURE0);
217        glBindTexture(GL_TEXTURE_2D, layer->texture);
218
219        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
220                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
221
222        if (glGetError() != GL_NO_ERROR) {
223            glDeleteBuffers(1, &layer->fbo);
224            glDeleteTextures(1, &layer->texture);
225
226            layer->width = 0;
227            layer->height = 0;
228            layer->fbo = 0;
229            layer->texture = 0;
230
231            return false;
232        }
233
234        layer->width = width;
235        layer->height = height;
236    }
237    return true;
238}
239
240void LayerRenderer::destroyLayer(Layer* layer) {
241    if (layer) {
242        LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo);
243
244        if (layer->fbo) glDeleteFramebuffers(1, &layer->fbo);
245        if (layer->texture) glDeleteTextures(1, &layer->texture);
246
247        delete layer;
248    }
249}
250
251void LayerRenderer::destroyLayerDeferred(Layer* layer) {
252    if (layer) {
253        LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo);
254
255        Caches::getInstance().deleteLayerDeferred(layer);
256    }
257}
258
259}; // namespace uirenderer
260}; // namespace android
261