RenderState.cpp revision 031888744e24b5c7243ac99ec98b78aff5db1c78
1/* 2 * Copyright (C) 2014 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#include "renderstate/RenderState.h" 17 18#include "renderthread/CanvasContext.h" 19#include "renderthread/EglManager.h" 20 21namespace android { 22namespace uirenderer { 23 24RenderState::RenderState(renderthread::RenderThread& thread) 25 : mRenderThread(thread) 26 , mViewportWidth(0) 27 , mViewportHeight(0) 28 , mFramebuffer(0) { 29 mThreadId = pthread_self(); 30} 31 32RenderState::~RenderState() { 33 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 34 "State object lifecycle not managed correctly"); 35} 36 37void RenderState::onGLContextCreated() { 38 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 39 "State object lifecycle not managed correctly"); 40 mBlend = new Blend(); 41 mMeshState = new MeshState(); 42 mScissor = new Scissor(); 43 mStencil = new Stencil(); 44 45 // This is delayed because the first access of Caches makes GL calls 46 mCaches = &Caches::createInstance(*this); 47 mCaches->init(); 48 mCaches->textureCache.setAssetAtlas(&mAssetAtlas); 49} 50 51static void layerLostGlContext(Layer* layer) { 52 layer->onGlContextLost(); 53} 54 55void RenderState::onGLContextDestroyed() { 56/* 57 size_t size = mActiveLayers.size(); 58 if (CC_UNLIKELY(size != 0)) { 59 ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d", 60 mRegisteredContexts.size(), size, mActiveLayers.empty()); 61 mCaches->dumpMemoryUsage(); 62 for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin(); 63 cit != mRegisteredContexts.end(); cit++) { 64 renderthread::CanvasContext* context = *cit; 65 ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get()); 66 ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size()); 67 for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin(); 68 pit != context->mPrefetechedLayers.end(); pit++) { 69 (*pit)->debugDumpLayers(" "); 70 } 71 context->mRootRenderNode->debugDumpLayers(" "); 72 } 73 74 75 if (mActiveLayers.begin() == mActiveLayers.end()) { 76 ALOGE("set has become empty. wat."); 77 } 78 for (std::set<const Layer*>::iterator lit = mActiveLayers.begin(); 79 lit != mActiveLayers.end(); lit++) { 80 const Layer* layer = *(lit); 81 ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d", 82 layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered); 83 } 84 LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size); 85 } 86*/ 87 88 // TODO: reset all cached state in state objects 89 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 90 mAssetAtlas.terminate(); 91 92 mCaches->terminate(); 93 94 delete mBlend; 95 mBlend = nullptr; 96 delete mMeshState; 97 mMeshState = nullptr; 98 delete mScissor; 99 mScissor = nullptr; 100 delete mStencil; 101 mStencil = nullptr; 102} 103 104void RenderState::setViewport(GLsizei width, GLsizei height) { 105 mViewportWidth = width; 106 mViewportHeight = height; 107 glViewport(0, 0, mViewportWidth, mViewportHeight); 108} 109 110 111void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 112 *outWidth = mViewportWidth; 113 *outHeight = mViewportHeight; 114} 115 116void RenderState::bindFramebuffer(GLuint fbo) { 117 if (mFramebuffer != fbo) { 118 mFramebuffer = fbo; 119 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 120 } 121} 122 123void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 124 interruptForFunctorInvoke(); 125 (*functor)(mode, info); 126 resumeFromFunctorInvoke(); 127} 128 129void RenderState::interruptForFunctorInvoke() { 130 mCaches->setProgram(nullptr); 131 mCaches->textureState().resetActiveTexture(); 132 meshState().unbindMeshBuffer(); 133 meshState().unbindIndicesBuffer(); 134 meshState().resetVertexPointers(); 135 meshState().disableTexCoordsVertexArray(); 136 debugOverdraw(false, false); 137} 138 139void RenderState::resumeFromFunctorInvoke() { 140 glViewport(0, 0, mViewportWidth, mViewportHeight); 141 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 142 debugOverdraw(false, false); 143 144 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 145 146 scissor().invalidate(); 147 blend().invalidate(); 148 149 mCaches->textureState().activateTexture(0); 150 mCaches->textureState().resetBoundTextures(); 151} 152 153void RenderState::debugOverdraw(bool enable, bool clear) { 154 if (mCaches->debugOverdraw && mFramebuffer == 0) { 155 if (clear) { 156 scissor().setEnabled(false); 157 stencil().clear(); 158 } 159 if (enable) { 160 stencil().enableDebugWrite(); 161 } else { 162 stencil().disable(); 163 } 164 } 165} 166 167void RenderState::requireGLContext() { 168 assertOnGLThread(); 169 mRenderThread.eglManager().requireGlContext(); 170} 171 172void RenderState::assertOnGLThread() { 173 pthread_t curr = pthread_self(); 174 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 175} 176 177class DecStrongTask : public renderthread::RenderTask { 178public: 179 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 180 181 virtual void run() override { 182 mObject->decStrong(nullptr); 183 mObject = nullptr; 184 delete this; 185 } 186 187private: 188 VirtualLightRefBase* mObject; 189}; 190 191void RenderState::postDecStrong(VirtualLightRefBase* object) { 192 mRenderThread.queue(new DecStrongTask(object)); 193} 194 195/////////////////////////////////////////////////////////////////////////////// 196// Render 197/////////////////////////////////////////////////////////////////////////////// 198 199/* 200 * Not yet supported: 201 * 202 * Textures + coordinates 203 * SkiaShader 204 * ColorFilter 205 * 206 // TODO: texture coord 207 // TODO: texture support 208 // TODO: skiashader support 209 // TODO: color filter support 210 */ 211 212void RenderState::render(const Glop& glop) { 213 const Glop::Mesh& mesh = glop.mesh; 214 const Glop::Fill& shader = glop.fill; 215 216 // ---------- Shader + uniform setup ---------- 217 mCaches->setProgram(shader.program); 218 219 Glop::Fill::Color color = shader.color; 220 shader.program->setColor(color.r, color.g, color.b, color.a); 221 222 shader.program->set(glop.transform.ortho, 223 glop.transform.modelView, 224 glop.transform.canvas, 225 glop.transform.offset); 226 227 // ---------- Mesh setup ---------- 228 if (glop.mesh.vertexFlags & kTextureCoord_Attrib) { 229 // TODO: support textures 230 LOG_ALWAYS_FATAL("textures not yet supported"); 231 } else { 232 meshState().disableTexCoordsVertexArray(); 233 } 234 if (glop.mesh.vertexFlags & kColor_Attrib) { 235 LOG_ALWAYS_FATAL("color attribute not yet supported"); 236 // TODO: enable color, disable when done 237 } 238 if (glop.mesh.vertexFlags & kAlpha_Attrib) { 239 LOG_ALWAYS_FATAL("alpha attribute not yet supported"); 240 // TODO: enable alpha attribute, disable when done 241 } 242 243 /** 244 * Hard-coded vertex assumptions: 245 * - required 246 * - xy floats 247 * - 0 offset 248 * - in VBO 249 */ 250 bool force = meshState().bindMeshBuffer(mesh.vertexBufferObject); 251 meshState().bindPositionVertexPointer(force, nullptr, mesh.stride); 252 253 /** 254 * Hard-coded index assumptions: 255 * - optional 256 * - 0 offset 257 * - in IBO 258 */ 259 meshState().bindIndicesBufferInternal(mesh.indexBufferObject); 260 261 // ---------- GL state setup ---------- 262 blend().setFactors(glop.blend.src, glop.blend.dst); 263 264 if (mesh.indexBufferObject) { 265 glDrawElements(glop.mesh.primitiveMode, glop.mesh.vertexCount, GL_UNSIGNED_BYTE, nullptr); 266 } else { 267 glDrawArrays(GL_TRIANGLE_STRIP, 0, glop.mesh.vertexCount); 268 } 269} 270 271} /* namespace uirenderer */ 272} /* namespace android */ 273