RenderState.cpp revision 117bdbcfa3e8306dad21e7e01fa71b00cdfa7265
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#include "utils/GLUtils.h"
21
22namespace android {
23namespace uirenderer {
24
25RenderState::RenderState(renderthread::RenderThread& thread)
26        : mRenderThread(thread)
27        , mViewportWidth(0)
28        , mViewportHeight(0)
29        , mFramebuffer(0) {
30    mThreadId = pthread_self();
31}
32
33RenderState::~RenderState() {
34    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
35            "State object lifecycle not managed correctly");
36}
37
38void RenderState::onGLContextCreated() {
39    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
40            "State object lifecycle not managed correctly");
41    mBlend = new Blend();
42    mMeshState = new MeshState();
43    mScissor = new Scissor();
44    mStencil = new Stencil();
45
46    // This is delayed because the first access of Caches makes GL calls
47    mCaches = &Caches::createInstance(*this);
48    mCaches->init();
49    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
50}
51
52static void layerLostGlContext(Layer* layer) {
53    layer->onGlContextLost();
54}
55
56void RenderState::onGLContextDestroyed() {
57/*
58    size_t size = mActiveLayers.size();
59    if (CC_UNLIKELY(size != 0)) {
60        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
61                mRegisteredContexts.size(), size, mActiveLayers.empty());
62        mCaches->dumpMemoryUsage();
63        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
64                cit != mRegisteredContexts.end(); cit++) {
65            renderthread::CanvasContext* context = *cit;
66            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
67            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
68            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
69                    pit != context->mPrefetechedLayers.end(); pit++) {
70                (*pit)->debugDumpLayers("    ");
71            }
72            context->mRootRenderNode->debugDumpLayers("  ");
73        }
74
75
76        if (mActiveLayers.begin() == mActiveLayers.end()) {
77            ALOGE("set has become empty. wat.");
78        }
79        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
80             lit != mActiveLayers.end(); lit++) {
81            const Layer* layer = *(lit);
82            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
83                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
84        }
85        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
86    }
87*/
88
89    // TODO: reset all cached state in state objects
90    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
91    mAssetAtlas.terminate();
92
93    mCaches->terminate();
94
95    delete mBlend;
96    mBlend = nullptr;
97    delete mMeshState;
98    mMeshState = nullptr;
99    delete mScissor;
100    mScissor = nullptr;
101    delete mStencil;
102    mStencil = nullptr;
103}
104
105void RenderState::setViewport(GLsizei width, GLsizei height) {
106    mViewportWidth = width;
107    mViewportHeight = height;
108    glViewport(0, 0, mViewportWidth, mViewportHeight);
109}
110
111
112void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
113    *outWidth = mViewportWidth;
114    *outHeight = mViewportHeight;
115}
116
117void RenderState::bindFramebuffer(GLuint fbo) {
118    if (mFramebuffer != fbo) {
119        mFramebuffer = fbo;
120        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
121    }
122}
123
124void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
125    interruptForFunctorInvoke();
126    (*functor)(mode, info);
127    resumeFromFunctorInvoke();
128}
129
130void RenderState::interruptForFunctorInvoke() {
131    mCaches->setProgram(nullptr);
132    mCaches->textureState().resetActiveTexture();
133    meshState().unbindMeshBuffer();
134    meshState().unbindIndicesBuffer();
135    meshState().resetVertexPointers();
136    meshState().disableTexCoordsVertexArray();
137    debugOverdraw(false, false);
138}
139
140void RenderState::resumeFromFunctorInvoke() {
141    glViewport(0, 0, mViewportWidth, mViewportHeight);
142    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
143    debugOverdraw(false, false);
144
145    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
146
147    scissor().invalidate();
148    blend().invalidate();
149
150    mCaches->textureState().activateTexture(0);
151    mCaches->textureState().resetBoundTextures();
152}
153
154void RenderState::debugOverdraw(bool enable, bool clear) {
155    if (mCaches->debugOverdraw && mFramebuffer == 0) {
156        if (clear) {
157            scissor().setEnabled(false);
158            stencil().clear();
159        }
160        if (enable) {
161            stencil().enableDebugWrite();
162        } else {
163            stencil().disable();
164        }
165    }
166}
167
168void RenderState::requireGLContext() {
169    assertOnGLThread();
170    mRenderThread.eglManager().requireGlContext();
171}
172
173void RenderState::assertOnGLThread() {
174    pthread_t curr = pthread_self();
175    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
176}
177
178class DecStrongTask : public renderthread::RenderTask {
179public:
180    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
181
182    virtual void run() override {
183        mObject->decStrong(nullptr);
184        mObject = nullptr;
185        delete this;
186    }
187
188private:
189    VirtualLightRefBase* mObject;
190};
191
192void RenderState::postDecStrong(VirtualLightRefBase* object) {
193    mRenderThread.queue(new DecStrongTask(object));
194}
195
196///////////////////////////////////////////////////////////////////////////////
197// Render
198///////////////////////////////////////////////////////////////////////////////
199
200/*
201 * Not yet supported:
202 *
203 * Textures + coordinates
204 * SkiaShader
205 * ColorFilter
206 *
207    // TODO: texture coord
208    // TODO: texture support
209    // TODO: skiashader support
210    // TODO: color filter support
211 */
212
213void RenderState::render(const Glop& glop) {
214    const Glop::Mesh& mesh = glop.mesh;
215    const Glop::Fill& shader = glop.fill;
216
217    // --------------------------------------------
218    // ---------- Shader + uniform setup ----------
219    // --------------------------------------------
220    mCaches->setProgram(shader.program);
221
222    Glop::FloatColor color = shader.color;
223    shader.program->setColor(color.r, color.g, color.b, color.a);
224
225    shader.program->set(glop.transform.ortho,
226            glop.transform.modelView,
227            glop.transform.canvas,
228            glop.transform.fudgingOffset);
229
230    if (glop.fill.filterMode == ProgramDescription::kColorBlend) {
231        const Glop::FloatColor& color = glop.fill.filter.color;
232        glUniform4f(mCaches->program().getUniform("colorBlend"),
233                color.r, color.g, color.b, color.a);
234    } else if (glop.fill.filterMode == ProgramDescription::kColorMatrix) {
235        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
236                glop.fill.filter.matrix.matrix);
237        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
238                glop.fill.filter.matrix.vector);
239    }
240
241    // --------------------------------
242    // ---------- Mesh setup ----------
243    // --------------------------------
244    // vertices
245    bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
246            || (mesh.vertices != nullptr);
247    meshState().bindPositionVertexPointer(force, mesh.vertices, mesh.stride);
248
249    // indices
250    meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
251
252    if (glop.mesh.vertexFlags & kTextureCoord_Attrib) {
253        // TODO: support textures
254        LOG_ALWAYS_FATAL("textures not yet supported");
255    } else {
256        meshState().disableTexCoordsVertexArray();
257    }
258    if (glop.mesh.vertexFlags & kColor_Attrib) {
259        LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
260        // TODO: enable color, disable when done
261    }
262    int alphaSlot = -1;
263    if (glop.mesh.vertexFlags & kAlpha_Attrib) {
264        const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
265        alphaSlot = shader.program->getAttrib("vtxAlpha");
266        glEnableVertexAttribArray(alphaSlot);
267        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
268    }
269
270    // ------------------------------------
271    // ---------- GL state setup ----------
272    // ------------------------------------
273    blend().setFactors(glop.blend.src, glop.blend.dst);
274
275    // ------------------------------------
276    // ---------- GL state setup ----------
277    // ------------------------------------
278    if (mesh.indexBufferObject || mesh.indices) {
279        glDrawElements(glop.mesh.primitiveMode, glop.mesh.vertexCount,
280                GL_UNSIGNED_SHORT, mesh.indices);
281    } else {
282        glDrawArrays(glop.mesh.primitiveMode, 0, glop.mesh.vertexCount);
283    }
284
285    if (glop.mesh.vertexFlags & kAlpha_Attrib) {
286        glDisableVertexAttribArray(alphaSlot);
287    }
288}
289
290void RenderState::dump() {
291    blend().dump();
292    meshState().dump();
293    scissor().dump();
294    stencil().dump();
295}
296
297} /* namespace uirenderer */
298} /* namespace android */
299