RenderState.cpp revision 1e6d566c5f8500e3639a8f8ceebf0226c07efc13
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    if (!mCaches) {
48        mCaches = &Caches::createInstance(*this);
49    }
50    mCaches->init();
51    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
52}
53
54static void layerLostGlContext(Layer* layer) {
55    layer->onGlContextLost();
56}
57
58void RenderState::onGLContextDestroyed() {
59/*
60    size_t size = mActiveLayers.size();
61    if (CC_UNLIKELY(size != 0)) {
62        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
63                mRegisteredContexts.size(), size, mActiveLayers.empty());
64        mCaches->dumpMemoryUsage();
65        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
66                cit != mRegisteredContexts.end(); cit++) {
67            renderthread::CanvasContext* context = *cit;
68            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
69            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
70            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
71                    pit != context->mPrefetechedLayers.end(); pit++) {
72                (*pit)->debugDumpLayers("    ");
73            }
74            context->mRootRenderNode->debugDumpLayers("  ");
75        }
76
77
78        if (mActiveLayers.begin() == mActiveLayers.end()) {
79            ALOGE("set has become empty. wat.");
80        }
81        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
82             lit != mActiveLayers.end(); lit++) {
83            const Layer* layer = *(lit);
84            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
85                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
86        }
87        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
88    }
89*/
90
91    // TODO: reset all cached state in state objects
92    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
93    mAssetAtlas.terminate();
94
95    mCaches->terminate();
96
97    delete mBlend;
98    mBlend = nullptr;
99    delete mMeshState;
100    mMeshState = nullptr;
101    delete mScissor;
102    mScissor = nullptr;
103    delete mStencil;
104    mStencil = nullptr;
105}
106
107void RenderState::setViewport(GLsizei width, GLsizei height) {
108    mViewportWidth = width;
109    mViewportHeight = height;
110    glViewport(0, 0, mViewportWidth, mViewportHeight);
111}
112
113
114void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
115    *outWidth = mViewportWidth;
116    *outHeight = mViewportHeight;
117}
118
119void RenderState::bindFramebuffer(GLuint fbo) {
120    if (mFramebuffer != fbo) {
121        mFramebuffer = fbo;
122        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
123    }
124}
125
126void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
127    interruptForFunctorInvoke();
128    (*functor)(mode, info);
129    resumeFromFunctorInvoke();
130}
131
132void RenderState::interruptForFunctorInvoke() {
133    mCaches->setProgram(nullptr);
134    mCaches->textureState().resetActiveTexture();
135    meshState().unbindMeshBuffer();
136    meshState().unbindIndicesBuffer();
137    meshState().resetVertexPointers();
138    meshState().disableTexCoordsVertexArray();
139    debugOverdraw(false, false);
140}
141
142void RenderState::resumeFromFunctorInvoke() {
143    glViewport(0, 0, mViewportWidth, mViewportHeight);
144    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
145    debugOverdraw(false, false);
146
147    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
148
149    scissor().invalidate();
150    blend().invalidate();
151
152    mCaches->textureState().activateTexture(0);
153    mCaches->textureState().resetBoundTextures();
154}
155
156void RenderState::debugOverdraw(bool enable, bool clear) {
157    if (Properties::debugOverdraw && mFramebuffer == 0) {
158        if (clear) {
159            scissor().setEnabled(false);
160            stencil().clear();
161        }
162        if (enable) {
163            stencil().enableDebugWrite();
164        } else {
165            stencil().disable();
166        }
167    }
168}
169
170void RenderState::requireGLContext() {
171    assertOnGLThread();
172    LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(),
173            "No GL context!");
174}
175
176void RenderState::assertOnGLThread() {
177    pthread_t curr = pthread_self();
178    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
179}
180
181class DecStrongTask : public renderthread::RenderTask {
182public:
183    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
184
185    virtual void run() override {
186        mObject->decStrong(nullptr);
187        mObject = nullptr;
188        delete this;
189    }
190
191private:
192    VirtualLightRefBase* mObject;
193};
194
195void RenderState::postDecStrong(VirtualLightRefBase* object) {
196    mRenderThread.queue(new DecStrongTask(object));
197}
198
199///////////////////////////////////////////////////////////////////////////////
200// Render
201///////////////////////////////////////////////////////////////////////////////
202
203void RenderState::render(const Glop& glop) {
204    const Glop::Mesh& mesh = glop.mesh;
205    const Glop::Mesh::Vertices& vertices = mesh.vertices;
206    const Glop::Mesh::Indices& indices = mesh.indices;
207    const Glop::Fill& fill = glop.fill;
208
209    // ---------------------------------------------
210    // ---------- Program + uniform setup ----------
211    // ---------------------------------------------
212    mCaches->setProgram(fill.program);
213
214    if (fill.colorEnabled) {
215        fill.program->setColor(fill.color);
216    }
217
218    fill.program->set(glop.transform.ortho,
219            glop.transform.modelView,
220            glop.transform.canvas,
221            glop.transform.fudgingOffset);
222
223    // Color filter uniforms
224    if (fill.filterMode == ProgramDescription::kColorBlend) {
225        const FloatColor& color = fill.filter.color;
226        glUniform4f(mCaches->program().getUniform("colorBlend"),
227                color.r, color.g, color.b, color.a);
228    } else if (fill.filterMode == ProgramDescription::kColorMatrix) {
229        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
230                fill.filter.matrix.matrix);
231        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
232                fill.filter.matrix.vector);
233    }
234
235    // Round rect clipping uniforms
236    if (glop.roundRectClipState) {
237        // TODO: avoid query, and cache values (or RRCS ptr) in program
238        const RoundRectClipState* state = glop.roundRectClipState;
239        const Rect& innerRect = state->innerRect;
240        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
241                innerRect.left, innerRect.top,
242                innerRect.right, innerRect.bottom);
243        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
244                1, GL_FALSE, &state->matrix.data[0]);
245
246        // add half pixel to round out integer rect space to cover pixel centers
247        float roundedOutRadius = state->radius + 0.5f;
248        glUniform1f(fill.program->getUniform("roundRectRadius"),
249                roundedOutRadius);
250    }
251
252    // --------------------------------
253    // ---------- Mesh setup ----------
254    // --------------------------------
255    // vertices
256    const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject)
257            || (vertices.position != nullptr);
258    meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride);
259
260    // indices
261    meshState().bindIndicesBufferInternal(indices.bufferObject);
262
263    if (vertices.attribFlags & VertexAttribFlags::kTextureCoord) {
264        const Glop::Fill::TextureData& texture = fill.texture;
265        // texture always takes slot 0, shader samplers increment from there
266        mCaches->textureState().activateTexture(0);
267
268        if (texture.clamp != GL_INVALID_ENUM) {
269            texture.texture->setWrap(texture.clamp, true, false, texture.target);
270        }
271        if (texture.filter != GL_INVALID_ENUM) {
272            texture.texture->setFilter(texture.filter, true, false, texture.target);
273        }
274
275        mCaches->textureState().bindTexture(texture.target, texture.texture->id);
276        meshState().enableTexCoordsVertexArray();
277        meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride);
278
279        if (texture.textureTransform) {
280            glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
281                    GL_FALSE, &texture.textureTransform->data[0]);
282        }
283    } else {
284        meshState().disableTexCoordsVertexArray();
285    }
286    int colorLocation = -1;
287    if (vertices.attribFlags & VertexAttribFlags::kColor) {
288        colorLocation = fill.program->getAttrib("colors");
289        glEnableVertexAttribArray(colorLocation);
290        glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
291    }
292    int alphaLocation = -1;
293    if (vertices.attribFlags & VertexAttribFlags::kAlpha) {
294        // NOTE: alpha vertex position is computed assuming no VBO
295        const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
296        alphaLocation = fill.program->getAttrib("vtxAlpha");
297        glEnableVertexAttribArray(alphaLocation);
298        glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
299    }
300    // Shader uniforms
301    SkiaShader::apply(*mCaches, fill.skiaShaderData);
302
303    // ------------------------------------
304    // ---------- GL state setup ----------
305    // ------------------------------------
306    blend().setFactors(glop.blend.src, glop.blend.dst);
307
308    // ------------------------------------
309    // ---------- Actual drawing ----------
310    // ------------------------------------
311    if (indices.bufferObject == meshState().getQuadListIBO()) {
312        // Since the indexed quad list is of limited length, we loop over
313        // the glDrawXXX method while updating the vertex pointer
314        GLsizei elementsCount = mesh.elementCount;
315        const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
316        while (elementsCount > 0) {
317            GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
318
319            // rebind pointers without forcing, since initial bind handled above
320            meshState().bindPositionVertexPointer(false, vertexData, vertices.stride);
321            if (vertices.attribFlags & VertexAttribFlags::kTextureCoord) {
322                meshState().bindTexCoordsVertexPointer(false,
323                        vertexData + kMeshTextureOffset, vertices.stride);
324            }
325
326            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
327            elementsCount -= drawCount;
328            vertexData += (drawCount / 6) * 4 * vertices.stride;
329        }
330    } else if (indices.bufferObject || indices.indices) {
331        glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
332    } else {
333        glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
334    }
335
336    // -----------------------------------
337    // ---------- Mesh teardown ----------
338    // -----------------------------------
339    if (vertices.attribFlags & VertexAttribFlags::kAlpha) {
340        glDisableVertexAttribArray(alphaLocation);
341    }
342    if (vertices.attribFlags & VertexAttribFlags::kColor) {
343        glDisableVertexAttribArray(colorLocation);
344    }
345}
346
347void RenderState::dump() {
348    blend().dump();
349    meshState().dump();
350    scissor().dump();
351    stencil().dump();
352}
353
354} /* namespace uirenderer */
355} /* namespace android */
356