RenderState.cpp revision 138c21fbec12bead3c7ca1f181c3fd35542ccb00
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 <GpuMemoryTracker.h>
17#include "renderstate/RenderState.h"
18
19#include "renderthread/CanvasContext.h"
20#include "renderthread/EglManager.h"
21#include "utils/GLUtils.h"
22#include <algorithm>
23
24namespace android {
25namespace uirenderer {
26
27RenderState::RenderState(renderthread::RenderThread& thread)
28        : mRenderThread(thread)
29        , mViewportWidth(0)
30        , mViewportHeight(0)
31        , mFramebuffer(0) {
32    mThreadId = pthread_self();
33}
34
35RenderState::~RenderState() {
36    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
37            "State object lifecycle not managed correctly");
38}
39
40void RenderState::onGLContextCreated() {
41    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
42            "State object lifecycle not managed correctly");
43    GpuMemoryTracker::onGLContextCreated();
44
45    mBlend = new Blend();
46    mMeshState = new MeshState();
47    mScissor = new Scissor();
48    mStencil = new Stencil();
49
50    // This is delayed because the first access of Caches makes GL calls
51    if (!mCaches) {
52        mCaches = &Caches::createInstance(*this);
53    }
54    mCaches->init();
55    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
56}
57
58static void layerLostGlContext(Layer* layer) {
59    layer->onGlContextLost();
60}
61
62void RenderState::onGLContextDestroyed() {
63/*
64    size_t size = mActiveLayers.size();
65    if (CC_UNLIKELY(size != 0)) {
66        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
67                mRegisteredContexts.size(), size, mActiveLayers.empty());
68        mCaches->dumpMemoryUsage();
69        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
70                cit != mRegisteredContexts.end(); cit++) {
71            renderthread::CanvasContext* context = *cit;
72            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
73            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
74            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
75                    pit != context->mPrefetechedLayers.end(); pit++) {
76                (*pit)->debugDumpLayers("    ");
77            }
78            context->mRootRenderNode->debugDumpLayers("  ");
79        }
80
81
82        if (mActiveLayers.begin() == mActiveLayers.end()) {
83            ALOGE("set has become empty. wat.");
84        }
85        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
86             lit != mActiveLayers.end(); lit++) {
87            const Layer* layer = *(lit);
88            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
89                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
90        }
91        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
92    }
93*/
94
95    mLayerPool.clear();
96
97    // TODO: reset all cached state in state objects
98    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
99    mAssetAtlas.terminate();
100
101    mCaches->terminate();
102
103    delete mBlend;
104    mBlend = nullptr;
105    delete mMeshState;
106    mMeshState = nullptr;
107    delete mScissor;
108    mScissor = nullptr;
109    delete mStencil;
110    mStencil = nullptr;
111
112    GpuMemoryTracker::onGLContextDestroyed();
113}
114
115void RenderState::flush(Caches::FlushMode mode) {
116    switch (mode) {
117        case Caches::FlushMode::Full:
118            // fall through
119        case Caches::FlushMode::Moderate:
120            // fall through
121        case Caches::FlushMode::Layers:
122            mLayerPool.clear();
123            break;
124    }
125    mCaches->flush(mode);
126}
127
128void RenderState::setViewport(GLsizei width, GLsizei height) {
129    mViewportWidth = width;
130    mViewportHeight = height;
131    glViewport(0, 0, mViewportWidth, mViewportHeight);
132}
133
134
135void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
136    *outWidth = mViewportWidth;
137    *outHeight = mViewportHeight;
138}
139
140void RenderState::bindFramebuffer(GLuint fbo) {
141    if (mFramebuffer != fbo) {
142        mFramebuffer = fbo;
143        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
144    }
145}
146
147GLuint RenderState::createFramebuffer() {
148    GLuint ret;
149    glGenFramebuffers(1, &ret);
150    return ret;
151}
152
153void RenderState::deleteFramebuffer(GLuint fbo) {
154    if (mFramebuffer == fbo) {
155        // GL defines that deleting the currently bound FBO rebinds FBO 0.
156        // Reflect this in our cached value.
157        mFramebuffer = 0;
158    }
159    glDeleteFramebuffers(1, &fbo);
160}
161
162void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
163    if (mode == DrawGlInfo::kModeProcessNoContext) {
164        // If there's no context we don't need to interrupt as there's
165        // no gl state to save/restore
166        (*functor)(mode, info);
167    } else {
168        interruptForFunctorInvoke();
169        (*functor)(mode, info);
170        resumeFromFunctorInvoke();
171    }
172}
173
174void RenderState::interruptForFunctorInvoke() {
175    mCaches->setProgram(nullptr);
176    mCaches->textureState().resetActiveTexture();
177    meshState().unbindMeshBuffer();
178    meshState().unbindIndicesBuffer();
179    meshState().resetVertexPointers();
180    meshState().disableTexCoordsVertexArray();
181    debugOverdraw(false, false);
182}
183
184void RenderState::resumeFromFunctorInvoke() {
185    glViewport(0, 0, mViewportWidth, mViewportHeight);
186    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
187    debugOverdraw(false, false);
188
189    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
190
191    scissor().invalidate();
192    blend().invalidate();
193
194    mCaches->textureState().activateTexture(0);
195    mCaches->textureState().resetBoundTextures();
196}
197
198void RenderState::debugOverdraw(bool enable, bool clear) {
199    if (Properties::debugOverdraw && mFramebuffer == 0) {
200        if (clear) {
201            scissor().setEnabled(false);
202            stencil().clear();
203        }
204        if (enable) {
205            stencil().enableDebugWrite();
206        } else {
207            stencil().disable();
208        }
209    }
210}
211
212class DecStrongTask : public renderthread::RenderTask {
213public:
214    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
215
216    virtual void run() override {
217        mObject->decStrong(nullptr);
218        mObject = nullptr;
219        delete this;
220    }
221
222private:
223    VirtualLightRefBase* mObject;
224};
225
226void RenderState::postDecStrong(VirtualLightRefBase* object) {
227    if (pthread_equal(mThreadId, pthread_self())) {
228        object->decStrong(nullptr);
229    } else {
230        mRenderThread.queue(new DecStrongTask(object));
231    }
232}
233
234///////////////////////////////////////////////////////////////////////////////
235// Render
236///////////////////////////////////////////////////////////////////////////////
237
238void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
239    const Glop::Mesh& mesh = glop.mesh;
240    const Glop::Mesh::Vertices& vertices = mesh.vertices;
241    const Glop::Mesh::Indices& indices = mesh.indices;
242    const Glop::Fill& fill = glop.fill;
243
244    GL_CHECKPOINT(MODERATE);
245
246    // ---------------------------------------------
247    // ---------- Program + uniform setup ----------
248    // ---------------------------------------------
249    mCaches->setProgram(fill.program);
250
251    if (fill.colorEnabled) {
252        fill.program->setColor(fill.color);
253    }
254
255    fill.program->set(orthoMatrix,
256            glop.transform.modelView,
257            glop.transform.meshTransform(),
258            glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
259
260    // Color filter uniforms
261    if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) {
262        const FloatColor& color = fill.filter.color;
263        glUniform4f(mCaches->program().getUniform("colorBlend"),
264                color.r, color.g, color.b, color.a);
265    } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) {
266        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
267                fill.filter.matrix.matrix);
268        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
269                fill.filter.matrix.vector);
270    }
271
272    // Round rect clipping uniforms
273    if (glop.roundRectClipState) {
274        // TODO: avoid query, and cache values (or RRCS ptr) in program
275        const RoundRectClipState* state = glop.roundRectClipState;
276        const Rect& innerRect = state->innerRect;
277        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
278                innerRect.left, innerRect.top,
279                innerRect.right, innerRect.bottom);
280        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
281                1, GL_FALSE, &state->matrix.data[0]);
282
283        // add half pixel to round out integer rect space to cover pixel centers
284        float roundedOutRadius = state->radius + 0.5f;
285        glUniform1f(fill.program->getUniform("roundRectRadius"),
286                roundedOutRadius);
287    }
288
289    GL_CHECKPOINT(MODERATE);
290
291    // --------------------------------
292    // ---------- Mesh setup ----------
293    // --------------------------------
294    // vertices
295    meshState().bindMeshBuffer(vertices.bufferObject);
296    meshState().bindPositionVertexPointer(vertices.position, vertices.stride);
297
298    // indices
299    meshState().bindIndicesBuffer(indices.bufferObject);
300
301    // texture
302    if (fill.texture.texture != nullptr) {
303        const Glop::Fill::TextureData& texture = fill.texture;
304        // texture always takes slot 0, shader samplers increment from there
305        mCaches->textureState().activateTexture(0);
306
307        mCaches->textureState().bindTexture(texture.target, texture.texture->id());
308        if (texture.clamp != GL_INVALID_ENUM) {
309            texture.texture->setWrap(texture.clamp, false, false, texture.target);
310        }
311        if (texture.filter != GL_INVALID_ENUM) {
312            texture.texture->setFilter(texture.filter, false, false, texture.target);
313        }
314
315        if (texture.textureTransform) {
316            glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
317                    GL_FALSE, &texture.textureTransform->data[0]);
318        }
319    }
320
321    // vertex attributes (tex coord, color, alpha)
322    if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
323        meshState().enableTexCoordsVertexArray();
324        meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
325    } else {
326        meshState().disableTexCoordsVertexArray();
327    }
328    int colorLocation = -1;
329    if (vertices.attribFlags & VertexAttribFlags::Color) {
330        colorLocation = fill.program->getAttrib("colors");
331        glEnableVertexAttribArray(colorLocation);
332        glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
333    }
334    int alphaLocation = -1;
335    if (vertices.attribFlags & VertexAttribFlags::Alpha) {
336        // NOTE: alpha vertex position is computed assuming no VBO
337        const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
338        alphaLocation = fill.program->getAttrib("vtxAlpha");
339        glEnableVertexAttribArray(alphaLocation);
340        glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
341    }
342    // Shader uniforms
343    SkiaShader::apply(*mCaches, fill.skiaShaderData);
344
345    GL_CHECKPOINT(MODERATE);
346    Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ?
347            fill.skiaShaderData.bitmapData.bitmapTexture : nullptr;
348    const AutoTexture autoCleanup(texture);
349
350    // ------------------------------------
351    // ---------- GL state setup ----------
352    // ------------------------------------
353    blend().setFactors(glop.blend.src, glop.blend.dst);
354
355    GL_CHECKPOINT(MODERATE);
356
357    // ------------------------------------
358    // ---------- Actual drawing ----------
359    // ------------------------------------
360    if (indices.bufferObject == meshState().getQuadListIBO()) {
361        // Since the indexed quad list is of limited length, we loop over
362        // the glDrawXXX method while updating the vertex pointer
363        GLsizei elementsCount = mesh.elementCount;
364        const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
365        while (elementsCount > 0) {
366            GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
367            meshState().bindPositionVertexPointer(vertexData, vertices.stride);
368            if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
369                meshState().bindTexCoordsVertexPointer(
370                        vertexData + kMeshTextureOffset, vertices.stride);
371            }
372
373            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
374            elementsCount -= drawCount;
375            vertexData += (drawCount / 6) * 4 * vertices.stride;
376        }
377    } else if (indices.bufferObject || indices.indices) {
378        glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
379    } else {
380        glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
381    }
382
383    GL_CHECKPOINT(MODERATE);
384
385    // -----------------------------------
386    // ---------- Mesh teardown ----------
387    // -----------------------------------
388    if (vertices.attribFlags & VertexAttribFlags::Alpha) {
389        glDisableVertexAttribArray(alphaLocation);
390    }
391    if (vertices.attribFlags & VertexAttribFlags::Color) {
392        glDisableVertexAttribArray(colorLocation);
393    }
394
395    GL_CHECKPOINT(MODERATE);
396}
397
398void RenderState::dump() {
399    blend().dump();
400    meshState().dump();
401    scissor().dump();
402    stencil().dump();
403}
404
405} /* namespace uirenderer */
406} /* namespace android */
407