RenderState.cpp revision 26bf34200e40a0fa8c66366559aa016380cd8c6f
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 (mCaches->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    mRenderThread.eglManager().requireGlContext();
173}
174
175void RenderState::assertOnGLThread() {
176    pthread_t curr = pthread_self();
177    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
178}
179
180class DecStrongTask : public renderthread::RenderTask {
181public:
182    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
183
184    virtual void run() override {
185        mObject->decStrong(nullptr);
186        mObject = nullptr;
187        delete this;
188    }
189
190private:
191    VirtualLightRefBase* mObject;
192};
193
194void RenderState::postDecStrong(VirtualLightRefBase* object) {
195    mRenderThread.queue(new DecStrongTask(object));
196}
197
198///////////////////////////////////////////////////////////////////////////////
199// Render
200///////////////////////////////////////////////////////////////////////////////
201
202void RenderState::render(const Glop& glop) {
203    const Glop::Mesh& mesh = glop.mesh;
204    const Glop::Mesh::Vertices& vertices = mesh.vertices;
205    const Glop::Mesh::Indices& indices = mesh.indices;
206    const Glop::Fill& fill = glop.fill;
207
208    // ---------------------------------------------
209    // ---------- Program + uniform setup ----------
210    // ---------------------------------------------
211    mCaches->setProgram(fill.program);
212
213    if (fill.colorEnabled) {
214        fill.program->setColor(fill.color);
215    }
216
217    fill.program->set(glop.transform.ortho,
218            glop.transform.modelView,
219            glop.transform.canvas,
220            glop.transform.fudgingOffset);
221
222    // Color filter uniforms
223    if (fill.filterMode == ProgramDescription::kColorBlend) {
224        const FloatColor& color = fill.filter.color;
225        glUniform4f(mCaches->program().getUniform("colorBlend"),
226                color.r, color.g, color.b, color.a);
227    } else if (fill.filterMode == ProgramDescription::kColorMatrix) {
228        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
229                fill.filter.matrix.matrix);
230        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
231                fill.filter.matrix.vector);
232    }
233
234    // Round rect clipping uniforms
235    if (glop.roundRectClipState) {
236        // TODO: avoid query, and cache values (or RRCS ptr) in program
237        const RoundRectClipState* state = glop.roundRectClipState;
238        const Rect& innerRect = state->innerRect;
239        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
240                innerRect.left, innerRect.top,
241                innerRect.right, innerRect.bottom);
242        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
243                1, GL_FALSE, &state->matrix.data[0]);
244
245        // add half pixel to round out integer rect space to cover pixel centers
246        float roundedOutRadius = state->radius + 0.5f;
247        glUniform1f(fill.program->getUniform("roundRectRadius"),
248                roundedOutRadius);
249    }
250
251    // --------------------------------
252    // ---------- Mesh setup ----------
253    // --------------------------------
254    // vertices
255    const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject)
256            || (vertices.position != nullptr);
257    meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride);
258
259    // indices
260    meshState().bindIndicesBufferInternal(indices.bufferObject);
261
262    if (vertices.flags & VertexAttribFlags::kTextureCoord) {
263        const Glop::Fill::TextureData& texture = fill.texture;
264        // texture always takes slot 0, shader samplers increment from there
265        mCaches->textureState().activateTexture(0);
266
267        if (texture.clamp != GL_INVALID_ENUM) {
268            texture.texture->setWrap(texture.clamp, true);
269        }
270        if (texture.filter != GL_INVALID_ENUM) {
271            texture.texture->setFilter(texture.filter, true);
272        }
273
274        mCaches->textureState().bindTexture(texture.target, texture.texture->id);
275        meshState().enableTexCoordsVertexArray();
276        meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride);
277
278        if (texture.textureTransform) {
279            glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
280                    GL_FALSE, &texture.textureTransform->data[0]);
281        }
282    } else {
283        meshState().disableTexCoordsVertexArray();
284    }
285    int colorLocation = -1;
286    if (vertices.flags & VertexAttribFlags::kColor) {
287        colorLocation = fill.program->getAttrib("colors");
288        glEnableVertexAttribArray(colorLocation);
289        glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
290    }
291    int alphaLocation = -1;
292    if (vertices.flags & VertexAttribFlags::kAlpha) {
293        // NOTE: alpha vertex position is computed assuming no VBO
294        const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
295        alphaLocation = fill.program->getAttrib("vtxAlpha");
296        glEnableVertexAttribArray(alphaLocation);
297        glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
298    }
299    // Shader uniforms
300    SkiaShader::apply(*mCaches, fill.skiaShaderData);
301
302    // ------------------------------------
303    // ---------- GL state setup ----------
304    // ------------------------------------
305    blend().setFactors(glop.blend.src, glop.blend.dst);
306
307    // ------------------------------------
308    // ---------- Actual drawing ----------
309    // ------------------------------------
310    if (indices.bufferObject == meshState().getQuadListIBO()) {
311        // Since the indexed quad list is of limited length, we loop over
312        // the glDrawXXX method while updating the vertex pointer
313        GLsizei elementsCount = mesh.elementCount;
314        const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
315        while (elementsCount > 0) {
316            GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
317
318            // rebind pointers without forcing, since initial bind handled above
319            meshState().bindPositionVertexPointer(false, vertexData, vertices.stride);
320            if (vertices.flags & VertexAttribFlags::kTextureCoord) {
321                meshState().bindTexCoordsVertexPointer(false,
322                        vertexData + kMeshTextureOffset, vertices.stride);
323            }
324
325            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
326            elementsCount -= drawCount;
327            vertexData += (drawCount / 6) * 4 * vertices.stride;
328        }
329    } else if (indices.bufferObject || indices.indices) {
330        glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
331    } else {
332        glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
333    }
334
335    // -----------------------------------
336    // ---------- Mesh teardown ----------
337    // -----------------------------------
338    if (vertices.flags & VertexAttribFlags::kAlpha) {
339        glDisableVertexAttribArray(alphaLocation);
340    }
341    if (vertices.flags & VertexAttribFlags::kColor) {
342        glDisableVertexAttribArray(colorLocation);
343    }
344}
345
346void RenderState::dump() {
347    blend().dump();
348    meshState().dump();
349    scissor().dump();
350    stencil().dump();
351}
352
353} /* namespace uirenderer */
354} /* namespace android */
355