RenderState.cpp revision 922d3a7f6f8c1c05a996ee3e91e8cbadfff560c9
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
202/*
203 * Not yet supported:
204 *
205 * Textures + coordinates
206 * SkiaShader
207 * RoundRect clipping
208 */
209
210void RenderState::render(const Glop& glop) {
211    const Glop::Mesh& mesh = glop.mesh;
212    const Glop::Fill& fill = glop.fill;
213
214    // ---------------------------------------------
215    // ---------- Program + uniform setup ----------
216    // ---------------------------------------------
217    mCaches->setProgram(fill.program);
218
219    if (fill.colorEnabled) {
220        fill.program->setColor(fill.color);
221    }
222
223    fill.program->set(glop.transform.ortho,
224            glop.transform.modelView,
225            glop.transform.canvas,
226            glop.transform.fudgingOffset);
227
228    // Color filter uniforms
229    if (glop.fill.filterMode == ProgramDescription::kColorBlend) {
230        const FloatColor& color = glop.fill.filter.color;
231        glUniform4f(mCaches->program().getUniform("colorBlend"),
232                color.r, color.g, color.b, color.a);
233    } else if (glop.fill.filterMode == ProgramDescription::kColorMatrix) {
234        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
235                glop.fill.filter.matrix.matrix);
236        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
237                glop.fill.filter.matrix.vector);
238    }
239
240    // Round rect clipping uniforms
241    if (glop.roundRectClipState) {
242        // TODO: avoid query, and cache values (or RRCS ptr) in program
243        const RoundRectClipState* state = glop.roundRectClipState;
244        const Rect& innerRect = state->innerRect;
245        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
246                innerRect.left, innerRect.top,
247                innerRect.right, innerRect.bottom);
248        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
249                1, GL_FALSE, &state->matrix.data[0]);
250
251        // add half pixel to round out integer rect space to cover pixel centers
252        float roundedOutRadius = state->radius + 0.5f;
253        glUniform1f(fill.program->getUniform("roundRectRadius"),
254                roundedOutRadius);
255    }
256
257    // --------------------------------
258    // ---------- Mesh setup ----------
259    // --------------------------------
260    // vertices
261    const bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
262            || (mesh.vertices != nullptr);
263    meshState().bindPositionVertexPointer(force, mesh.vertices, mesh.stride);
264
265    // indices
266    meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
267
268    if (mesh.vertexFlags & kTextureCoord_Attrib) {
269        // glop.fill.texture always takes slot 0, shader samplers increment from there
270        mCaches->textureState().activateTexture(0);
271
272        if (glop.fill.textureClamp != GL_INVALID_ENUM) {
273            glop.fill.texture->setWrap(glop.fill.textureClamp, true);
274        }
275        if (glop.fill.textureFilter != GL_INVALID_ENUM) {
276            glop.fill.texture->setFilter(glop.fill.textureFilter, true);
277        }
278
279        mCaches->textureState().bindTexture(fill.texture->id);
280        meshState().enableTexCoordsVertexArray();
281        meshState().bindTexCoordsVertexPointer(force, mesh.texCoordOffset);
282    } else {
283        meshState().disableTexCoordsVertexArray();
284    }
285    if (mesh.vertexFlags & kColor_Attrib) {
286        LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
287        // TODO: enable color attribute, disable when done
288    }
289    int alphaSlot = -1;
290    if (mesh.vertexFlags & kAlpha_Attrib) {
291        const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
292        alphaSlot = fill.program->getAttrib("vtxAlpha");
293        glEnableVertexAttribArray(alphaSlot);
294        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
295    }
296
297    // Shader uniforms
298    SkiaShader::apply(*mCaches, glop.fill.skiaShaderData);
299
300    // ------------------------------------
301    // ---------- GL state setup ----------
302    // ------------------------------------
303    blend().setFactors(glop.blend.src, glop.blend.dst);
304
305    // ------------------------------------
306    // ---------- Actual drawing ----------
307    // ------------------------------------
308    if (mesh.indexBufferObject == meshState().getQuadListIBO()) {
309        // Since the indexed quad list is of limited length, we loop over
310        // the glDrawXXX method while updating the vertex pointer
311        GLsizei elementsCount = mesh.elementCount;
312        const GLbyte* vertices = static_cast<const GLbyte*>(mesh.vertices);
313        while (elementsCount > 0) {
314            GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
315
316            // TODO: this double binds on first pass
317            meshState().bindPositionVertexPointer(true, vertices, mesh.stride);
318            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
319            elementsCount -= drawCount;
320            vertices += (drawCount / 6) * 4 * mesh.stride;
321        }
322    } else if (mesh.indexBufferObject || mesh.indices) {
323        glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, mesh.indices);
324    } else {
325        glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
326    }
327
328    // -----------------------------------
329    // ---------- Mesh teardown ----------
330    // -----------------------------------
331    if (glop.mesh.vertexFlags & kAlpha_Attrib) {
332        glDisableVertexAttribArray(alphaSlot);
333    }
334}
335
336void RenderState::dump() {
337    blend().dump();
338    meshState().dump();
339    scissor().dump();
340    stencil().dump();
341}
342
343} /* namespace uirenderer */
344} /* namespace android */
345