LayerRenderer.cpp revision 8f0095cd33558e9cc8a440047908e53b68906f5f
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 <ui/Rect.h>
20
21#include "LayerCache.h"
22#include "LayerRenderer.h"
23#include "Matrix.h"
24#include "Properties.h"
25#include "Rect.h"
26
27namespace android {
28namespace uirenderer {
29
30///////////////////////////////////////////////////////////////////////////////
31// Rendering
32///////////////////////////////////////////////////////////////////////////////
33
34void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
35    LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
36
37    glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
38
39    const float width = mLayer->layer.getWidth();
40    const float height = mLayer->layer.getHeight();
41
42#if RENDER_LAYERS_AS_REGIONS
43    Rect dirty(left, top, right, bottom);
44    if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
45            dirty.right >= width && dirty.bottom >= height)) {
46        mLayer->region.clear();
47        dirty.set(0.0f, 0.0f, width, height);
48    } else {
49        dirty.intersect(0.0f, 0.0f, width, height);
50        android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
51        mLayer->region.subtractSelf(r);
52    }
53
54    OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
55#else
56    OpenGLRenderer::prepareDirty(0.0f, 0.0f, width, height, opaque);
57#endif
58}
59
60void LayerRenderer::finish() {
61    OpenGLRenderer::finish();
62
63    generateMesh();
64
65    LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->fbo);
66
67    // No need to unbind our FBO, this will be taken care of by the caller
68    // who will invoke OpenGLRenderer::resume()
69}
70
71GLint LayerRenderer::getTargetFbo() {
72    return mLayer->fbo;
73}
74
75///////////////////////////////////////////////////////////////////////////////
76// Dirty region tracking
77///////////////////////////////////////////////////////////////////////////////
78
79bool LayerRenderer::hasLayer() {
80    return true;
81}
82
83Region* LayerRenderer::getRegion() {
84#if RENDER_LAYERS_AS_REGIONS
85    if (getSnapshot()->flags & Snapshot::kFlagFboTarget) {
86        return OpenGLRenderer::getRegion();
87    }
88    return &mLayer->region;
89#else
90    return OpenGLRenderer::getRegion();
91#endif
92}
93
94void LayerRenderer::generateMesh() {
95#if RENDER_LAYERS_AS_REGIONS
96    if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
97        if (mLayer->mesh) {
98            delete mLayer->mesh;
99            delete mLayer->meshIndices;
100
101            mLayer->mesh = NULL;
102            mLayer->meshIndices = NULL;
103            mLayer->meshElementCount = 0;
104        }
105
106        mLayer->setRegionAsRect();
107        return;
108    }
109
110    size_t count;
111    const android::Rect* rects = mLayer->region.getArray(&count);
112
113    GLsizei elementCount = count * 6;
114
115    if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
116        delete mLayer->mesh;
117        delete mLayer->meshIndices;
118
119        mLayer->mesh = NULL;
120        mLayer->meshIndices = NULL;
121    }
122
123    bool rebuildIndices = false;
124    if (!mLayer->mesh) {
125        mLayer->mesh = new TextureVertex[count * 4];
126        mLayer->meshIndices = new uint16_t[elementCount];
127        rebuildIndices = true;
128    }
129    mLayer->meshElementCount = elementCount;
130
131    const float texX = 1.0f / float(mLayer->width);
132    const float texY = 1.0f / float(mLayer->height);
133    const float height = mLayer->layer.getHeight();
134
135    TextureVertex* mesh = mLayer->mesh;
136    uint16_t* indices = mLayer->meshIndices;
137
138    for (size_t i = 0; i < count; i++) {
139        const android::Rect* r = &rects[i];
140
141        const float u1 = r->left * texX;
142        const float v1 = (height - r->top) * texY;
143        const float u2 = r->right * texX;
144        const float v2 = (height - r->bottom) * texY;
145
146        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
147        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
148        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
149        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
150
151        if (rebuildIndices) {
152            uint16_t quad = i * 4;
153            int index = i * 6;
154            indices[index    ] = quad;       // top-left
155            indices[index + 1] = quad + 1;   // top-right
156            indices[index + 2] = quad + 2;   // bottom-left
157            indices[index + 3] = quad + 2;   // bottom-left
158            indices[index + 4] = quad + 1;   // top-right
159            indices[index + 5] = quad + 3;   // bottom-right
160        }
161    }
162#endif
163}
164
165///////////////////////////////////////////////////////////////////////////////
166// Layers management
167///////////////////////////////////////////////////////////////////////////////
168
169Layer* LayerRenderer::createTextureLayer() {
170    LAYER_RENDERER_LOGD("Creating new texture layer");
171
172    Layer* layer = new Layer(0, 0);
173    layer->isCacheable = false;
174    layer->isTextureLayer = true;
175    layer->blend = true;
176    layer->empty = true;
177    layer->fbo = 0;
178    layer->colorFilter = NULL;
179    layer->fbo = 0;
180    layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
181    layer->texCoords.set(0.0f, 1.0f, 0.0f, 1.0f);
182    layer->alpha = 255;
183    layer->mode = SkXfermode::kSrcOver_Mode;
184    layer->colorFilter = NULL;
185    layer->region.clear();
186
187    glActiveTexture(GL_TEXTURE0);
188    glGenTextures(1, &layer->texture);
189
190    return layer;
191}
192
193Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
194    LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height);
195
196    GLuint fbo = Caches::getInstance().fboCache.get();
197    if (!fbo) {
198        LOGW("Could not obtain an FBO");
199        return NULL;
200    }
201
202    glActiveTexture(GL_TEXTURE0);
203    Layer* layer = Caches::getInstance().layerCache.get(width, height);
204    if (!layer) {
205        LOGW("Could not obtain a layer");
206        return NULL;
207    }
208
209    layer->fbo = fbo;
210    layer->layer.set(0.0f, 0.0f, width, height);
211    layer->texCoords.set(0.0f, height / float(layer->height),
212            width / float(layer->width), 0.0f);
213    layer->alpha = 255;
214    layer->mode = SkXfermode::kSrcOver_Mode;
215    layer->blend = !isOpaque;
216    layer->colorFilter = NULL;
217    layer->region.clear();
218
219    GLuint previousFbo;
220    glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
221
222    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
223    glBindTexture(GL_TEXTURE_2D, layer->texture);
224
225    // Initialize the texture if needed
226    if (layer->empty) {
227        layer->empty = false;
228        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
229                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
230
231        if (glGetError() != GL_NO_ERROR) {
232            LOGD("Could not allocate texture");
233            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
234            glDeleteTextures(1, &layer->texture);
235            Caches::getInstance().fboCache.put(fbo);
236            delete layer;
237            return NULL;
238        }
239    }
240
241    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
242            layer->texture, 0);
243
244    glDisable(GL_SCISSOR_TEST);
245    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
246    glClear(GL_COLOR_BUFFER_BIT);
247    glEnable(GL_SCISSOR_TEST);
248
249    glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
250
251    return layer;
252}
253
254bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
255    if (layer) {
256        LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->fbo, width, height);
257
258        if (Caches::getInstance().layerCache.resize(layer, width, height)) {
259            layer->layer.set(0.0f, 0.0f, width, height);
260            layer->texCoords.set(0.0f, height / float(layer->height),
261                    width / float(layer->width), 0.0f);
262        } else {
263            if (layer->texture) glDeleteTextures(1, &layer->texture);
264            delete layer;
265            return false;
266        }
267    }
268
269    return true;
270}
271
272void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
273        GLenum renderTarget, float* transform) {
274    if (layer) {
275        layer->width = width;
276        layer->height = height;
277        layer->layer.set(0.0f, 0.0f, width, height);
278        layer->region.set(width, height);
279        layer->regionRect.set(0.0f, 0.0f, width, height);
280        layer->texTransform.load(transform);
281        layer->renderTarget = renderTarget;
282
283        glBindTexture(layer->renderTarget, layer->texture);
284
285        glTexParameteri(layer->renderTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
286        glTexParameteri(layer->renderTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
287
288        glTexParameteri(layer->renderTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
289        glTexParameteri(layer->renderTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
290    }
291}
292
293void LayerRenderer::destroyLayer(Layer* layer) {
294    if (layer) {
295        LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo);
296
297        if (layer->fbo) {
298            Caches::getInstance().fboCache.put(layer->fbo);
299        }
300
301        if (!Caches::getInstance().layerCache.put(layer)) {
302            if (layer->texture) glDeleteTextures(1, &layer->texture);
303            delete layer;
304        } else {
305            layer->region.clear();
306        }
307    }
308}
309
310void LayerRenderer::destroyLayerDeferred(Layer* layer) {
311    if (layer) {
312        LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo);
313
314        Caches::getInstance().deleteLayerDeferred(layer);
315    }
316}
317
318}; // namespace uirenderer
319}; // namespace android
320