LayerRenderer.cpp revision 975591a7af883d866d86ab819e164c6004694744
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#include "LayerCache.h"
18#include "LayerRenderer.h"
19#include "Matrix.h"
20#include "Properties.h"
21#include "Rect.h"
22#include "renderstate/RenderState.h"
23#include "utils/GLUtils.h"
24#include "utils/TraceUtils.h"
25
26#include <ui/Rect.h>
27
28#include <private/hwui/DrawGlInfo.h>
29
30
31namespace android {
32namespace uirenderer {
33
34///////////////////////////////////////////////////////////////////////////////
35// Rendering
36///////////////////////////////////////////////////////////////////////////////
37
38LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer)
39        : OpenGLRenderer(renderState)
40        , mLayer(layer) {
41}
42
43LayerRenderer::~LayerRenderer() {
44}
45
46void LayerRenderer::prepareDirty(int viewportWidth, int viewportHeight,
47        float left, float top, float right, float bottom, bool opaque) {
48    LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo());
49
50    mRenderState.bindFramebuffer(mLayer->getFbo());
51
52    const float width = mLayer->layer.getWidth();
53    const float height = mLayer->layer.getHeight();
54
55    Rect dirty(left, top, right, bottom);
56    if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
57            dirty.right >= width && dirty.bottom >= height)) {
58        mLayer->region.clear();
59        dirty.set(0.0f, 0.0f, width, height);
60    } else {
61        dirty.doIntersect(0.0f, 0.0f, width, height);
62        android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
63        mLayer->region.subtractSelf(r);
64    }
65    mLayer->clipRect.set(dirty);
66
67    OpenGLRenderer::prepareDirty(viewportWidth, viewportHeight,
68            dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
69}
70
71void LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
72    if (mLayer->isDirty()) {
73        mRenderState.scissor().setEnabled(false);
74        glClear(GL_COLOR_BUFFER_BIT);
75
76        mRenderState.scissor().reset();
77        mLayer->setDirty(false);
78    } else {
79        OpenGLRenderer::clear(left, top, right, bottom, opaque);
80    }
81}
82
83bool LayerRenderer::finish() {
84    bool retval = OpenGLRenderer::finish();
85
86    generateMesh();
87
88    LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo());
89
90    // No need to unbind our FBO, this will be taken care of by the caller
91    // who will invoke OpenGLRenderer::resume()
92    return retval;
93}
94
95GLuint LayerRenderer::getTargetFbo() const {
96    return mLayer->getFbo();
97}
98
99bool LayerRenderer::suppressErrorChecks() const {
100    return true;
101}
102
103///////////////////////////////////////////////////////////////////////////////
104// Layer support
105///////////////////////////////////////////////////////////////////////////////
106
107bool LayerRenderer::hasLayer() const {
108    return true;
109}
110
111void LayerRenderer::ensureStencilBuffer() {
112    attachStencilBufferToLayer(mLayer);
113}
114
115///////////////////////////////////////////////////////////////////////////////
116// Dirty region tracking
117///////////////////////////////////////////////////////////////////////////////
118
119Region* LayerRenderer::getRegion() const {
120    if (mState.currentFlags() & Snapshot::kFlagFboTarget) {
121        return OpenGLRenderer::getRegion();
122    }
123    return &mLayer->region;
124}
125
126// TODO: This implementation uses a very simple approach to fixing T-junctions which keeps the
127//       results as rectangles, and is thus not necessarily efficient in the geometry
128//       produced. Eventually, it may be better to develop triangle-based mechanism.
129void LayerRenderer::generateMesh() {
130    if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
131        if (mLayer->mesh) {
132            delete[] mLayer->mesh;
133            mLayer->mesh = nullptr;
134            mLayer->meshElementCount = 0;
135        }
136
137        mLayer->setRegionAsRect();
138        return;
139    }
140
141    // avoid T-junctions as they cause artifacts in between the resultant
142    // geometry when complex transforms occur.
143    // TODO: generate the safeRegion only if necessary based on drawing transform (see
144    // OpenGLRenderer::composeLayerRegion())
145    Region safeRegion = Region::createTJunctionFreeRegion(mLayer->region);
146
147    size_t count;
148    const android::Rect* rects = safeRegion.getArray(&count);
149
150    GLsizei elementCount = count * 6;
151
152    if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
153        delete[] mLayer->mesh;
154        mLayer->mesh = nullptr;
155    }
156
157    if (!mLayer->mesh) {
158        mLayer->mesh = new TextureVertex[count * 4];
159    }
160    mLayer->meshElementCount = elementCount;
161
162    const float texX = 1.0f / float(mLayer->getWidth());
163    const float texY = 1.0f / float(mLayer->getHeight());
164    const float height = mLayer->layer.getHeight();
165
166    TextureVertex* mesh = mLayer->mesh;
167
168    for (size_t i = 0; i < count; i++) {
169        const android::Rect* r = &rects[i];
170
171        const float u1 = r->left * texX;
172        const float v1 = (height - r->top) * texY;
173        const float u2 = r->right * texX;
174        const float v2 = (height - r->bottom) * texY;
175
176        TextureVertex::set(mesh++, r->left, r->top, u1, v1);
177        TextureVertex::set(mesh++, r->right, r->top, u2, v1);
178        TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
179        TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
180    }
181}
182
183///////////////////////////////////////////////////////////////////////////////
184// Layers management
185///////////////////////////////////////////////////////////////////////////////
186
187Layer* LayerRenderer::createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height) {
188    ATRACE_FORMAT("Allocate %ux%u HW Layer", width, height);
189    LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
190
191    Caches& caches = Caches::getInstance();
192    GLuint fbo = renderState.genFramebuffer();
193    if (!fbo) {
194        ALOGW("Could not obtain an FBO");
195        return nullptr;
196    }
197
198    caches.textureState().activateTexture(0);
199    Layer* layer = caches.layerCache.get(renderState, width, height);
200    if (!layer) {
201        ALOGW("Could not obtain a layer");
202        return nullptr;
203    }
204
205    // We first obtain a layer before comparing against the max texture size
206    // because layers are not allocated at the exact desired size. They are
207    // always created slightly larger to improve recycling
208    const uint32_t maxTextureSize = caches.maxTextureSize;
209    if (layer->getWidth() > maxTextureSize || layer->getHeight() > maxTextureSize) {
210        ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)",
211                width, height, maxTextureSize, maxTextureSize);
212
213        // Creating a new layer always increment its refcount by 1, this allows
214        // us to destroy the layer object if one was created for us
215        layer->decStrong(nullptr);
216
217        return nullptr;
218    }
219
220    layer->setFbo(fbo);
221    layer->layer.set(0.0f, 0.0f, width, height);
222    layer->texCoords.set(0.0f, height / float(layer->getHeight()),
223            width / float(layer->getWidth()), 0.0f);
224    layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
225    layer->setColorFilter(nullptr);
226    layer->setDirty(true);
227    layer->region.clear();
228
229    GLuint previousFbo = renderState.getFramebuffer();
230
231    renderState.bindFramebuffer(layer->getFbo());
232    layer->bindTexture();
233
234    // Initialize the texture if needed
235    if (layer->isEmpty()) {
236        layer->setEmpty(false);
237        layer->allocateTexture();
238
239        // This should only happen if we run out of memory
240        if (CC_UNLIKELY(GLUtils::dumpGLErrors())) {
241            LOG_ALWAYS_FATAL("Could not allocate texture for layer (fbo=%d %dx%d)",
242                    fbo, width, height);
243            renderState.bindFramebuffer(previousFbo);
244            layer->decStrong(nullptr);
245            return nullptr;
246        }
247    }
248
249    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
250            layer->getTextureId(), 0);
251
252    renderState.bindFramebuffer(previousFbo);
253
254    return layer;
255}
256
257bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
258    if (layer) {
259        LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height);
260
261        if (layer->resize(width, height)) {
262            layer->layer.set(0.0f, 0.0f, width, height);
263            layer->texCoords.set(0.0f, height / float(layer->getHeight()),
264                    width / float(layer->getWidth()), 0.0f);
265        } else {
266            return false;
267        }
268    }
269
270    return true;
271}
272
273Layer* LayerRenderer::createTextureLayer(RenderState& renderState) {
274    LAYER_RENDERER_LOGD("Creating new texture layer");
275
276    Layer* layer = new Layer(Layer::Type::Texture, renderState, 0, 0);
277    layer->setCacheable(false);
278    layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
279    layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
280    layer->region.clear();
281    layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
282
283    Caches::getInstance().textureState().activateTexture(0);
284    layer->generateTexture();
285
286    return layer;
287}
288
289void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
290        bool isOpaque, bool forceFilter, GLenum renderTarget, const float* textureTransform) {
291    if (layer) {
292        layer->setBlend(!isOpaque);
293        layer->setForceFilter(forceFilter);
294        layer->setSize(width, height);
295        layer->layer.set(0.0f, 0.0f, width, height);
296        layer->region.set(width, height);
297        layer->regionRect.set(0.0f, 0.0f, width, height);
298        layer->getTexTransform().load(textureTransform);
299
300        if (renderTarget != layer->getRenderTarget()) {
301            layer->setRenderTarget(renderTarget);
302            layer->bindTexture();
303            layer->setFilter(GL_NEAREST, false, true);
304            layer->setWrap(GL_CLAMP_TO_EDGE, false, true);
305        }
306    }
307}
308
309void LayerRenderer::destroyLayer(Layer* layer) {
310    if (layer) {
311        ATRACE_FORMAT("Destroy %ux%u HW Layer", layer->getWidth(), layer->getHeight());
312        LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
313                layer->getWidth(), layer->getHeight(), layer->getFbo());
314
315        if (!Caches::getInstance().layerCache.put(layer)) {
316            LAYER_RENDERER_LOGD("  Destroyed!");
317            layer->decStrong(nullptr);
318        } else {
319            LAYER_RENDERER_LOGD("  Cached!");
320#if DEBUG_LAYER_RENDERER
321            Caches::getInstance().layerCache.dump();
322#endif
323            layer->removeFbo();
324            layer->region.clear();
325        }
326    }
327}
328
329void LayerRenderer::flushLayer(RenderState& renderState, Layer* layer) {
330#ifdef GL_EXT_discard_framebuffer
331    if (!layer) return;
332
333    GLuint fbo = layer->getFbo();
334    if (fbo) {
335        // If possible, discard any enqueud operations on deferred
336        // rendering architectures
337        if (Caches::getInstance().extensions().hasDiscardFramebuffer()) {
338            GLuint previousFbo = renderState.getFramebuffer();
339            if (fbo != previousFbo) {
340                renderState.bindFramebuffer(fbo);
341            }
342
343            const GLenum attachments[] = { GL_COLOR_ATTACHMENT0 };
344            glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
345
346            if (fbo != previousFbo) {
347                renderState.bindFramebuffer(previousFbo);
348            }
349        }
350    }
351#endif
352}
353
354bool LayerRenderer::copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap) {
355    Caches& caches = Caches::getInstance();
356    if (layer
357            && bitmap->width() <= caches.maxTextureSize
358            && bitmap->height() <= caches.maxTextureSize) {
359
360        GLuint fbo = renderState.getFramebuffer();
361        if (!fbo) {
362            ALOGW("Could not obtain an FBO");
363            return false;
364        }
365
366        SkAutoLockPixels alp(*bitmap);
367
368        GLuint texture;
369        GLuint previousFbo;
370        GLsizei previousViewportWidth;
371        GLsizei previousViewportHeight;
372
373        GLenum format;
374        GLenum type;
375
376        bool status = false;
377
378        switch (bitmap->colorType()) {
379            case kAlpha_8_SkColorType:
380                format = GL_ALPHA;
381                type = GL_UNSIGNED_BYTE;
382                break;
383            case kRGB_565_SkColorType:
384                format = GL_RGB;
385                type = GL_UNSIGNED_SHORT_5_6_5;
386                break;
387            case kARGB_4444_SkColorType:
388                format = GL_RGBA;
389                type = GL_UNSIGNED_SHORT_4_4_4_4;
390                break;
391            case kN32_SkColorType:
392            default:
393                format = GL_RGBA;
394                type = GL_UNSIGNED_BYTE;
395                break;
396        }
397
398        float alpha = layer->getAlpha();
399        SkXfermode::Mode mode = layer->getMode();
400        GLuint previousLayerFbo = layer->getFbo();
401
402        layer->setAlpha(255, SkXfermode::kSrc_Mode);
403        layer->setFbo(fbo);
404
405        previousFbo = renderState.getFramebuffer();
406        renderState.getViewport(&previousViewportWidth, &previousViewportHeight);
407        renderState.bindFramebuffer(fbo);
408
409        glGenTextures(1, &texture);
410
411        caches.textureState().activateTexture(0);
412        caches.textureState().bindTexture(texture);
413
414        glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
415
416        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
417        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
418
419        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
420        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
421
422        glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(),
423                0, format, type, nullptr);
424
425        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
426                GL_TEXTURE_2D, texture, 0);
427
428        {
429            LayerRenderer renderer(renderState, layer);
430            renderer.OpenGLRenderer::prepareDirty(bitmap->width(), bitmap->height(),
431                    0.0f, 0.0f, bitmap->width(), bitmap->height(), !layer->isBlend());
432
433            renderState.scissor().setEnabled(false);
434            renderer.translate(0.0f, bitmap->height());
435            renderer.scale(1.0f, -1.0f);
436
437            {
438                Rect bounds;
439                bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height());
440                renderer.drawTextureLayer(layer, bounds);
441
442                glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
443                        type, bitmap->getPixels());
444
445            }
446
447            status = true;
448        }
449
450        renderState.bindFramebuffer(previousFbo);
451        layer->setAlpha(alpha, mode);
452        layer->setFbo(previousLayerFbo);
453        caches.textureState().deleteTexture(texture);
454        renderState.deleteFramebuffer(fbo);
455        renderState.setViewport(previousViewportWidth, previousViewportHeight);
456
457        GL_CHECKPOINT(MODERATE);
458
459        return status;
460    }
461    return false;
462}
463
464}; // namespace uirenderer
465}; // namespace android
466