RenderState.cpp revision 38e0c32852e3b9d8ca4a9d3791577f52536419cb
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::genFramebuffer() { 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 212void RenderState::requireGLContext() { 213 assertOnGLThread(); 214 LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(), 215 "No GL context!"); 216} 217 218void RenderState::assertOnGLThread() { 219 pthread_t curr = pthread_self(); 220 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 221} 222 223class DecStrongTask : public renderthread::RenderTask { 224public: 225 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 226 227 virtual void run() override { 228 mObject->decStrong(nullptr); 229 mObject = nullptr; 230 delete this; 231 } 232 233private: 234 VirtualLightRefBase* mObject; 235}; 236 237void RenderState::postDecStrong(VirtualLightRefBase* object) { 238 mRenderThread.queue(new DecStrongTask(object)); 239} 240 241/////////////////////////////////////////////////////////////////////////////// 242// Render 243/////////////////////////////////////////////////////////////////////////////// 244 245void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { 246 const Glop::Mesh& mesh = glop.mesh; 247 const Glop::Mesh::Vertices& vertices = mesh.vertices; 248 const Glop::Mesh::Indices& indices = mesh.indices; 249 const Glop::Fill& fill = glop.fill; 250 251 // --------------------------------------------- 252 // ---------- Program + uniform setup ---------- 253 // --------------------------------------------- 254 mCaches->setProgram(fill.program); 255 256 if (fill.colorEnabled) { 257 fill.program->setColor(fill.color); 258 } 259 260 fill.program->set(orthoMatrix, 261 glop.transform.modelView, 262 glop.transform.meshTransform(), 263 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 264 265 // Color filter uniforms 266 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 267 const FloatColor& color = fill.filter.color; 268 glUniform4f(mCaches->program().getUniform("colorBlend"), 269 color.r, color.g, color.b, color.a); 270 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 271 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 272 fill.filter.matrix.matrix); 273 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 274 fill.filter.matrix.vector); 275 } 276 277 // Round rect clipping uniforms 278 if (glop.roundRectClipState) { 279 // TODO: avoid query, and cache values (or RRCS ptr) in program 280 const RoundRectClipState* state = glop.roundRectClipState; 281 const Rect& innerRect = state->innerRect; 282 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 283 innerRect.left, innerRect.top, 284 innerRect.right, innerRect.bottom); 285 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 286 1, GL_FALSE, &state->matrix.data[0]); 287 288 // add half pixel to round out integer rect space to cover pixel centers 289 float roundedOutRadius = state->radius + 0.5f; 290 glUniform1f(fill.program->getUniform("roundRectRadius"), 291 roundedOutRadius); 292 } 293 294 // -------------------------------- 295 // ---------- Mesh setup ---------- 296 // -------------------------------- 297 // vertices 298 const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject) 299 || (vertices.position != nullptr); 300 meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride); 301 302 // indices 303 meshState().bindIndicesBufferInternal(indices.bufferObject); 304 305 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 306 const Glop::Fill::TextureData& texture = fill.texture; 307 // texture always takes slot 0, shader samplers increment from there 308 mCaches->textureState().activateTexture(0); 309 310 if (texture.clamp != GL_INVALID_ENUM) { 311 texture.texture->setWrap(texture.clamp, true, false, texture.target); 312 } 313 if (texture.filter != GL_INVALID_ENUM) { 314 texture.texture->setFilter(texture.filter, true, false, texture.target); 315 } 316 317 mCaches->textureState().bindTexture(texture.target, texture.texture->id()); 318 meshState().enableTexCoordsVertexArray(); 319 meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride); 320 321 if (texture.textureTransform) { 322 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 323 GL_FALSE, &texture.textureTransform->data[0]); 324 } 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 // ------------------------------------ 346 // ---------- GL state setup ---------- 347 // ------------------------------------ 348 blend().setFactors(glop.blend.src, glop.blend.dst); 349 350 // ------------------------------------ 351 // ---------- Actual drawing ---------- 352 // ------------------------------------ 353 if (indices.bufferObject == meshState().getQuadListIBO()) { 354 // Since the indexed quad list is of limited length, we loop over 355 // the glDrawXXX method while updating the vertex pointer 356 GLsizei elementsCount = mesh.elementCount; 357 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 358 while (elementsCount > 0) { 359 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 360 361 // rebind pointers without forcing, since initial bind handled above 362 meshState().bindPositionVertexPointer(false, vertexData, vertices.stride); 363 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 364 meshState().bindTexCoordsVertexPointer(false, 365 vertexData + kMeshTextureOffset, vertices.stride); 366 } 367 368 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 369 elementsCount -= drawCount; 370 vertexData += (drawCount / 6) * 4 * vertices.stride; 371 } 372 } else if (indices.bufferObject || indices.indices) { 373 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 374 } else { 375 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 376 } 377 378 // ----------------------------------- 379 // ---------- Mesh teardown ---------- 380 // ----------------------------------- 381 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 382 glDisableVertexAttribArray(alphaLocation); 383 } 384 if (vertices.attribFlags & VertexAttribFlags::Color) { 385 glDisableVertexAttribArray(colorLocation); 386 } 387} 388 389void RenderState::dump() { 390 blend().dump(); 391 meshState().dump(); 392 scissor().dump(); 393 stencil().dump(); 394} 395 396} /* namespace uirenderer */ 397} /* namespace android */ 398