RenderState.cpp revision 49bc4acfadf9c5b1e520217278ccb38010d38c89
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 21namespace android { 22namespace uirenderer { 23 24RenderState::RenderState(renderthread::RenderThread& thread) 25 : mRenderThread(thread) 26 , mCaches(nullptr) 27 , mMeshState(nullptr) 28 , mScissor(nullptr) 29 , mStencil(nullptr) 30 , mViewportWidth(0) 31 , mViewportHeight(0) 32 , mFramebuffer(0) { 33 mThreadId = pthread_self(); 34} 35 36RenderState::~RenderState() { 37 LOG_ALWAYS_FATAL_IF(mMeshState || mScissor || mStencil, 38 "State object lifecycle not managed correctly"); 39} 40 41void RenderState::onGLContextCreated() { 42 LOG_ALWAYS_FATAL_IF(mMeshState || mScissor || mStencil, 43 "State object lifecycle not managed correctly"); 44 mMeshState = new MeshState(); 45 mScissor = new Scissor(); 46 mStencil = new Stencil(); 47 48 // This is delayed because the first access of Caches makes GL calls 49 mCaches = &Caches::createInstance(*this); 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 delete mMeshState; 96 mMeshState = nullptr; 97 delete mScissor; 98 mScissor = nullptr; 99 delete mStencil; 100 mStencil = nullptr; 101} 102 103void RenderState::setViewport(GLsizei width, GLsizei height) { 104 mViewportWidth = width; 105 mViewportHeight = height; 106 glViewport(0, 0, mViewportWidth, mViewportHeight); 107} 108 109 110void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 111 *outWidth = mViewportWidth; 112 *outHeight = mViewportHeight; 113} 114 115void RenderState::bindFramebuffer(GLuint fbo) { 116 if (mFramebuffer != fbo) { 117 mFramebuffer = fbo; 118 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 119 } 120} 121 122void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 123 interruptForFunctorInvoke(); 124 (*functor)(mode, info); 125 resumeFromFunctorInvoke(); 126} 127 128void RenderState::interruptForFunctorInvoke() { 129 if (mCaches->currentProgram) { 130 if (mCaches->currentProgram->isInUse()) { 131 mCaches->currentProgram->remove(); 132 mCaches->currentProgram = nullptr; 133 } 134 } 135 mCaches->resetActiveTexture(); 136 meshState().unbindMeshBuffer(); 137 meshState().unbindIndicesBuffer(); 138 meshState().resetVertexPointers(); 139 meshState().disableTexCoordsVertexArray(); 140 debugOverdraw(false, false); 141} 142 143void RenderState::resumeFromFunctorInvoke() { 144 glViewport(0, 0, mViewportWidth, mViewportHeight); 145 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 146 debugOverdraw(false, false); 147 148 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 149 150 scissor().invalidate(); 151 152 mCaches->activeTexture(0); 153 mCaches->resetBoundTextures(); 154 155 mCaches->blend = true; 156 glEnable(GL_BLEND); 157 glBlendFunc(mCaches->lastSrcMode, mCaches->lastDstMode); 158 glBlendEquation(GL_FUNC_ADD); 159} 160 161void RenderState::debugOverdraw(bool enable, bool clear) { 162 if (mCaches->debugOverdraw && mFramebuffer == 0) { 163 if (clear) { 164 scissor().setEnabled(false); 165 stencil().clear(); 166 } 167 if (enable) { 168 stencil().enableDebugWrite(); 169 } else { 170 stencil().disable(); 171 } 172 } 173} 174 175void RenderState::requireGLContext() { 176 assertOnGLThread(); 177 mRenderThread.eglManager().requireGlContext(); 178} 179 180void RenderState::assertOnGLThread() { 181 pthread_t curr = pthread_self(); 182 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 183} 184 185 186class DecStrongTask : public renderthread::RenderTask { 187public: 188 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 189 190 virtual void run() override { 191 mObject->decStrong(nullptr); 192 mObject = nullptr; 193 delete this; 194 } 195 196private: 197 VirtualLightRefBase* mObject; 198}; 199 200void RenderState::postDecStrong(VirtualLightRefBase* object) { 201 mRenderThread.queue(new DecStrongTask(object)); 202} 203 204} /* namespace uirenderer */ 205} /* namespace android */ 206