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