LayerRenderer.cpp revision fb13abd800cd610c7f46815848545feff83e5748
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::prepare(bool opaque) { 30 LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo); 31 32 glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &mPreviousFbo); 33 glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo); 34 35 OpenGLRenderer::prepare(opaque); 36} 37 38void LayerRenderer::finish() { 39 OpenGLRenderer::finish(); 40 glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFbo); 41 42 generateMesh(); 43 44 LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo); 45} 46 47/////////////////////////////////////////////////////////////////////////////// 48// Dirty region tracking 49/////////////////////////////////////////////////////////////////////////////// 50 51bool LayerRenderer::hasLayer() { 52 return true; 53} 54 55Region* LayerRenderer::getRegion() { 56#if RENDER_LAYERS_AS_REGIONS 57 if (getSnapshot()->flags & Snapshot::kFlagFboTarget) { 58 return OpenGLRenderer::getRegion(); 59 } 60 return &mLayer->region; 61#else 62 return OpenGLRenderer::getRegion(); 63#endif 64} 65 66void LayerRenderer::generateMesh() { 67#if RENDER_LAYERS_AS_REGIONS 68 if (mLayer->region.isRect() || mLayer->region.isEmpty()) { 69 if (mLayer->mesh) { 70 delete mLayer->mesh; 71 delete mLayer->meshIndices; 72 73 mLayer->mesh = NULL; 74 mLayer->meshIndices = NULL; 75 mLayer->meshElementCount = 0; 76 } 77 mLayer->region.clear(); 78 return; 79 } 80 81 size_t count; 82 const android::Rect* rects = mLayer->region.getArray(&count); 83 84 GLsizei elementCount = count * 6; 85 86 if (mLayer->mesh && mLayer->meshElementCount < elementCount) { 87 delete mLayer->mesh; 88 delete mLayer->meshIndices; 89 90 mLayer->mesh = NULL; 91 mLayer->meshIndices = NULL; 92 } 93 94 if (!mLayer->mesh) { 95 mLayer->mesh = new TextureVertex[count * 4]; 96 mLayer->meshIndices = new uint16_t[elementCount]; 97 mLayer->meshElementCount = elementCount; 98 } 99 100 const float texX = 1.0f / float(mLayer->width); 101 const float texY = 1.0f / float(mLayer->height); 102 const float height = mLayer->layer.getHeight(); 103 104 TextureVertex* mesh = mLayer->mesh; 105 uint16_t* indices = mLayer->meshIndices; 106 107 for (size_t i = 0; i < count; i++) { 108 const android::Rect* r = &rects[i]; 109 110 const float u1 = r->left * texX; 111 const float v1 = (height - r->top) * texY; 112 const float u2 = r->right * texX; 113 const float v2 = (height - r->bottom) * texY; 114 115 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 116 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 117 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 118 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 119 120 uint16_t quad = i * 4; 121 int index = i * 6; 122 indices[index ] = quad; // top-left 123 indices[index + 1] = quad + 1; // top-right 124 indices[index + 2] = quad + 2; // bottom-left 125 indices[index + 3] = quad + 2; // bottom-left 126 indices[index + 4] = quad + 1; // top-right 127 indices[index + 5] = quad + 3; // bottom-right 128 } 129 130 mLayer->region.clear(); 131#endif 132} 133 134/////////////////////////////////////////////////////////////////////////////// 135// Layers management 136/////////////////////////////////////////////////////////////////////////////// 137 138Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) { 139 LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height); 140 141 Layer* layer = new Layer(width, height); 142 143 GLuint previousFbo; 144 glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo); 145 146 glGenFramebuffers(1, &layer->fbo); 147 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 148 149 if (glGetError() != GL_NO_ERROR) { 150 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 151 glDeleteBuffers(1, &layer->fbo); 152 return 0; 153 } 154 155 glActiveTexture(GL_TEXTURE0); 156 glGenTextures(1, &layer->texture); 157 glBindTexture(GL_TEXTURE_2D, layer->texture); 158 159 glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 160 161 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 162 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 163 164 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 165 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 166 167 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, 168 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 169 170 if (glGetError() != GL_NO_ERROR) { 171 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 172 glDeleteBuffers(1, &layer->fbo); 173 glDeleteTextures(1, &layer->texture); 174 delete layer; 175 return 0; 176 } 177 178 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 179 layer->texture, 0); 180 181 if (glGetError() != GL_NO_ERROR) { 182 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 183 glDeleteBuffers(1, &layer->fbo); 184 glDeleteTextures(1, &layer->texture); 185 delete layer; 186 return 0; 187 } 188 189 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 190 191 layer->layer.set(0.0f, 0.0f, width, height); 192 layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f); 193 layer->alpha = 255; 194 layer->mode = SkXfermode::kSrcOver_Mode; 195 layer->blend = !isOpaque; 196 layer->empty = false; 197 layer->colorFilter = NULL; 198 199 return layer; 200} 201 202bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) { 203 if (layer) { 204 LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->fbo, width, height); 205 206 glActiveTexture(GL_TEXTURE0); 207 glBindTexture(GL_TEXTURE_2D, layer->texture); 208 209 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, 210 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 211 212 if (glGetError() != GL_NO_ERROR) { 213 glDeleteBuffers(1, &layer->fbo); 214 glDeleteTextures(1, &layer->texture); 215 216 layer->width = 0; 217 layer->height = 0; 218 layer->fbo = 0; 219 layer->texture = 0; 220 221 return false; 222 } 223 224 layer->width = width; 225 layer->height = height; 226 } 227 return true; 228} 229 230void LayerRenderer::destroyLayer(Layer* layer) { 231 if (layer) { 232 LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo); 233 234 if (layer->fbo) glDeleteFramebuffers(1, &layer->fbo); 235 if (layer->texture) glDeleteTextures(1, &layer->texture); 236 237 delete layer; 238 } 239} 240 241void LayerRenderer::destroyLayerDeferred(Layer* layer) { 242 if (layer) { 243 LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo); 244 245 Caches::getInstance().deleteLayerDeferred(layer); 246 } 247} 248 249}; // namespace uirenderer 250}; // namespace android 251