RenderState.cpp revision 9dfd7bd520ee598b3033a0c47b8b649bd3988c7c
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        , mViewportWidth(0)
27        , mViewportHeight(0)
28        , mFramebuffer(0) {
29    mThreadId = pthread_self();
30}
31
32RenderState::~RenderState() {
33    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
34            "State object lifecycle not managed correctly");
35}
36
37void RenderState::onGLContextCreated() {
38    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
39            "State object lifecycle not managed correctly");
40    mBlend = new Blend();
41    mMeshState = new MeshState();
42    mScissor = new Scissor();
43    mStencil = new Stencil();
44
45    // This is delayed because the first access of Caches makes GL calls
46    if (!mCaches) {
47        mCaches = &Caches::createInstance(*this);
48    }
49    mCaches->init();
50    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
51}
52
53static void layerLostGlContext(Layer* layer) {
54    layer->onGlContextLost();
55}
56
57void RenderState::onGLContextDestroyed() {
58/*
59    size_t size = mActiveLayers.size();
60    if (CC_UNLIKELY(size != 0)) {
61        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
62                mRegisteredContexts.size(), size, mActiveLayers.empty());
63        mCaches->dumpMemoryUsage();
64        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
65                cit != mRegisteredContexts.end(); cit++) {
66            renderthread::CanvasContext* context = *cit;
67            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
68            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
69            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
70                    pit != context->mPrefetechedLayers.end(); pit++) {
71                (*pit)->debugDumpLayers("    ");
72            }
73            context->mRootRenderNode->debugDumpLayers("  ");
74        }
75
76
77        if (mActiveLayers.begin() == mActiveLayers.end()) {
78            ALOGE("set has become empty. wat.");
79        }
80        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
81             lit != mActiveLayers.end(); lit++) {
82            const Layer* layer = *(lit);
83            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
84                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
85        }
86        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
87    }
88*/
89
90    // TODO: reset all cached state in state objects
91    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
92    mAssetAtlas.terminate();
93
94    mCaches->terminate();
95
96    delete mBlend;
97    mBlend = nullptr;
98    delete mMeshState;
99    mMeshState = nullptr;
100    delete mScissor;
101    mScissor = nullptr;
102    delete mStencil;
103    mStencil = nullptr;
104}
105
106void RenderState::setViewport(GLsizei width, GLsizei height) {
107    mViewportWidth = width;
108    mViewportHeight = height;
109    glViewport(0, 0, mViewportWidth, mViewportHeight);
110}
111
112
113void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
114    *outWidth = mViewportWidth;
115    *outHeight = mViewportHeight;
116}
117
118void RenderState::bindFramebuffer(GLuint fbo) {
119    if (mFramebuffer != fbo) {
120        mFramebuffer = fbo;
121        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
122    }
123}
124
125void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
126    interruptForFunctorInvoke();
127    (*functor)(mode, info);
128    resumeFromFunctorInvoke();
129}
130
131void RenderState::interruptForFunctorInvoke() {
132    mCaches->setProgram(nullptr);
133    mCaches->textureState().resetActiveTexture();
134    meshState().unbindMeshBuffer();
135    meshState().unbindIndicesBuffer();
136    meshState().resetVertexPointers();
137    meshState().disableTexCoordsVertexArray();
138    debugOverdraw(false, false);
139}
140
141void RenderState::resumeFromFunctorInvoke() {
142    glViewport(0, 0, mViewportWidth, mViewportHeight);
143    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
144    debugOverdraw(false, false);
145
146    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
147
148    scissor().invalidate();
149    blend().invalidate();
150
151    mCaches->textureState().activateTexture(0);
152    mCaches->textureState().resetBoundTextures();
153}
154
155void RenderState::debugOverdraw(bool enable, bool clear) {
156    if (mCaches->debugOverdraw && mFramebuffer == 0) {
157        if (clear) {
158            scissor().setEnabled(false);
159            stencil().clear();
160        }
161        if (enable) {
162            stencil().enableDebugWrite();
163        } else {
164            stencil().disable();
165        }
166    }
167}
168
169void RenderState::requireGLContext() {
170    assertOnGLThread();
171    mRenderThread.eglManager().requireGlContext();
172}
173
174void RenderState::assertOnGLThread() {
175    pthread_t curr = pthread_self();
176    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
177}
178
179class DecStrongTask : public renderthread::RenderTask {
180public:
181    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
182
183    virtual void run() override {
184        mObject->decStrong(nullptr);
185        mObject = nullptr;
186        delete this;
187    }
188
189private:
190    VirtualLightRefBase* mObject;
191};
192
193void RenderState::postDecStrong(VirtualLightRefBase* object) {
194    mRenderThread.queue(new DecStrongTask(object));
195}
196
197///////////////////////////////////////////////////////////////////////////////
198// Render
199///////////////////////////////////////////////////////////////////////////////
200
201/*
202 * Not yet supported:
203 *
204 * Textures + coordinates
205 * SkiaShader
206 * ColorFilter
207 *
208    // TODO: texture coord
209    // TODO: texture support
210    // TODO: skiashader support
211    // TODO: color filter support
212 */
213
214void RenderState::render(const Glop& glop) {
215    const Glop::Mesh& mesh = glop.mesh;
216    const Glop::Fill& shader = glop.fill;
217
218    // ---------- Shader + uniform setup ----------
219    mCaches->setProgram(shader.program);
220
221    Glop::Fill::Color color = shader.color;
222    shader.program->setColor(color.a, color.r, color.g, color.b);
223
224    shader.program->set(glop.transform.ortho,
225            glop.transform.modelView,
226            glop.transform.canvas,
227            glop.transform.offset);
228
229    // ---------- Mesh setup ----------
230    if (glop.mesh.vertexFlags & kTextureCoord_Attrib) {
231        // TODO: support textures
232        LOG_ALWAYS_FATAL("textures not yet supported");
233    } else {
234        meshState().disableTexCoordsVertexArray();
235    }
236    if (glop.mesh.vertexFlags & kColor_Attrib) {
237        LOG_ALWAYS_FATAL("color attribute not yet supported");
238        // TODO: enable color, disable when done
239    }
240    if (glop.mesh.vertexFlags & kAlpha_Attrib) {
241        LOG_ALWAYS_FATAL("alpha attribute not yet supported");
242        // TODO: enable alpha attribute, disable when done
243    }
244
245    /**
246    * Hard-coded vertex assumptions:
247     *     - required
248     *     - xy floats
249     *     - 0 offset
250     *     - in VBO
251     */
252    bool force = meshState().bindMeshBuffer(mesh.vertexBufferObject);
253    meshState().bindPositionVertexPointer(force, nullptr, mesh.stride);
254
255    /**
256     * Hard-coded index assumptions:
257     *     - optional
258     *     - 0 offset
259     *     - in IBO
260     */
261    meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
262
263    // ---------- GL state setup ----------
264
265    if (glop.blend.mode != Glop::Blend::kDisable) {
266        blend().enable(glop.blend.mode, glop.blend.swapSrcDst);
267    } else {
268        blend().disable();
269    }
270
271    glDrawElements(glop.mesh.primitiveMode, glop.mesh.vertexCount, GL_UNSIGNED_BYTE, nullptr);
272}
273
274} /* namespace uirenderer */
275} /* namespace android */
276