RenderState.cpp revision b9ce116dac378b4cf4490f265dcbd5704a1dd43c
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 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 mBlend = new Blend(); 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 if (!mCaches) { 50 mCaches = &Caches::createInstance(*this); 51 } 52 mCaches->init(); 53 mCaches->textureCache.setAssetAtlas(&mAssetAtlas); 54} 55 56static void layerLostGlContext(Layer* layer) { 57 layer->onGlContextLost(); 58} 59 60void RenderState::onGLContextDestroyed() { 61/* 62 size_t size = mActiveLayers.size(); 63 if (CC_UNLIKELY(size != 0)) { 64 ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d", 65 mRegisteredContexts.size(), size, mActiveLayers.empty()); 66 mCaches->dumpMemoryUsage(); 67 for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin(); 68 cit != mRegisteredContexts.end(); cit++) { 69 renderthread::CanvasContext* context = *cit; 70 ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get()); 71 ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size()); 72 for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin(); 73 pit != context->mPrefetechedLayers.end(); pit++) { 74 (*pit)->debugDumpLayers(" "); 75 } 76 context->mRootRenderNode->debugDumpLayers(" "); 77 } 78 79 80 if (mActiveLayers.begin() == mActiveLayers.end()) { 81 ALOGE("set has become empty. wat."); 82 } 83 for (std::set<const Layer*>::iterator lit = mActiveLayers.begin(); 84 lit != mActiveLayers.end(); lit++) { 85 const Layer* layer = *(lit); 86 ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d", 87 layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered); 88 } 89 LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size); 90 } 91*/ 92 93 // TODO: reset all cached state in state objects 94 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 95 mAssetAtlas.terminate(); 96 97 mCaches->terminate(); 98 99 delete mBlend; 100 mBlend = nullptr; 101 delete mMeshState; 102 mMeshState = nullptr; 103 delete mScissor; 104 mScissor = nullptr; 105 delete mStencil; 106 mStencil = nullptr; 107} 108 109void RenderState::setViewport(GLsizei width, GLsizei height) { 110 mViewportWidth = width; 111 mViewportHeight = height; 112 glViewport(0, 0, mViewportWidth, mViewportHeight); 113} 114 115 116void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 117 *outWidth = mViewportWidth; 118 *outHeight = mViewportHeight; 119} 120 121void RenderState::bindFramebuffer(GLuint fbo) { 122 if (mFramebuffer != fbo) { 123 mFramebuffer = fbo; 124 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 125 } 126} 127 128void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 129 if (mode == DrawGlInfo::kModeProcessNoContext) { 130 // If there's no context we don't need to interrupt as there's 131 // no gl state to save/restore 132 (*functor)(mode, info); 133 } else { 134 interruptForFunctorInvoke(); 135 (*functor)(mode, info); 136 resumeFromFunctorInvoke(); 137 } 138} 139 140void RenderState::interruptForFunctorInvoke() { 141 mCaches->setProgram(nullptr); 142 mCaches->textureState().resetActiveTexture(); 143 meshState().unbindMeshBuffer(); 144 meshState().unbindIndicesBuffer(); 145 meshState().resetVertexPointers(); 146 meshState().disableTexCoordsVertexArray(); 147 debugOverdraw(false, false); 148} 149 150void RenderState::resumeFromFunctorInvoke() { 151 glViewport(0, 0, mViewportWidth, mViewportHeight); 152 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 153 debugOverdraw(false, false); 154 155 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 156 157 scissor().invalidate(); 158 blend().invalidate(); 159 160 mCaches->textureState().activateTexture(0); 161 mCaches->textureState().resetBoundTextures(); 162} 163 164void RenderState::debugOverdraw(bool enable, bool clear) { 165 if (Properties::debugOverdraw && mFramebuffer == 0) { 166 if (clear) { 167 scissor().setEnabled(false); 168 stencil().clear(); 169 } 170 if (enable) { 171 stencil().enableDebugWrite(); 172 } else { 173 stencil().disable(); 174 } 175 } 176} 177 178void RenderState::requireGLContext() { 179 assertOnGLThread(); 180 LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(), 181 "No GL context!"); 182} 183 184void RenderState::assertOnGLThread() { 185 pthread_t curr = pthread_self(); 186 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 187} 188 189class DecStrongTask : public renderthread::RenderTask { 190public: 191 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 192 193 virtual void run() override { 194 mObject->decStrong(nullptr); 195 mObject = nullptr; 196 delete this; 197 } 198 199private: 200 VirtualLightRefBase* mObject; 201}; 202 203void RenderState::postDecStrong(VirtualLightRefBase* object) { 204 mRenderThread.queue(new DecStrongTask(object)); 205} 206 207/////////////////////////////////////////////////////////////////////////////// 208// Render 209/////////////////////////////////////////////////////////////////////////////// 210 211void RenderState::render(const Glop& glop) { 212 const Glop::Mesh& mesh = glop.mesh; 213 const Glop::Mesh::Vertices& vertices = mesh.vertices; 214 const Glop::Mesh::Indices& indices = mesh.indices; 215 const Glop::Fill& fill = glop.fill; 216 217 // --------------------------------------------- 218 // ---------- Program + uniform setup ---------- 219 // --------------------------------------------- 220 mCaches->setProgram(fill.program); 221 222 if (fill.colorEnabled) { 223 fill.program->setColor(fill.color); 224 } 225 226 fill.program->set(glop.transform.ortho, 227 glop.transform.modelView, 228 glop.transform.meshTransform(), 229 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 230 231 // Color filter uniforms 232 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 233 const FloatColor& color = fill.filter.color; 234 glUniform4f(mCaches->program().getUniform("colorBlend"), 235 color.r, color.g, color.b, color.a); 236 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 237 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 238 fill.filter.matrix.matrix); 239 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 240 fill.filter.matrix.vector); 241 } 242 243 // Round rect clipping uniforms 244 if (glop.roundRectClipState) { 245 // TODO: avoid query, and cache values (or RRCS ptr) in program 246 const RoundRectClipState* state = glop.roundRectClipState; 247 const Rect& innerRect = state->innerRect; 248 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 249 innerRect.left, innerRect.top, 250 innerRect.right, innerRect.bottom); 251 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 252 1, GL_FALSE, &state->matrix.data[0]); 253 254 // add half pixel to round out integer rect space to cover pixel centers 255 float roundedOutRadius = state->radius + 0.5f; 256 glUniform1f(fill.program->getUniform("roundRectRadius"), 257 roundedOutRadius); 258 } 259 260 // -------------------------------- 261 // ---------- Mesh setup ---------- 262 // -------------------------------- 263 // vertices 264 const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject) 265 || (vertices.position != nullptr); 266 meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride); 267 268 // indices 269 meshState().bindIndicesBufferInternal(indices.bufferObject); 270 271 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 272 const Glop::Fill::TextureData& texture = fill.texture; 273 // texture always takes slot 0, shader samplers increment from there 274 mCaches->textureState().activateTexture(0); 275 276 if (texture.clamp != GL_INVALID_ENUM) { 277 texture.texture->setWrap(texture.clamp, true, false, texture.target); 278 } 279 if (texture.filter != GL_INVALID_ENUM) { 280 texture.texture->setFilter(texture.filter, true, false, texture.target); 281 } 282 283 mCaches->textureState().bindTexture(texture.target, texture.texture->id); 284 meshState().enableTexCoordsVertexArray(); 285 meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride); 286 287 if (texture.textureTransform) { 288 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 289 GL_FALSE, &texture.textureTransform->data[0]); 290 } 291 } else { 292 meshState().disableTexCoordsVertexArray(); 293 } 294 int colorLocation = -1; 295 if (vertices.attribFlags & VertexAttribFlags::Color) { 296 colorLocation = fill.program->getAttrib("colors"); 297 glEnableVertexAttribArray(colorLocation); 298 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); 299 } 300 int alphaLocation = -1; 301 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 302 // NOTE: alpha vertex position is computed assuming no VBO 303 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; 304 alphaLocation = fill.program->getAttrib("vtxAlpha"); 305 glEnableVertexAttribArray(alphaLocation); 306 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 307 } 308 // Shader uniforms 309 SkiaShader::apply(*mCaches, fill.skiaShaderData); 310 311 // ------------------------------------ 312 // ---------- GL state setup ---------- 313 // ------------------------------------ 314 blend().setFactors(glop.blend.src, glop.blend.dst); 315 316 // ------------------------------------ 317 // ---------- Actual drawing ---------- 318 // ------------------------------------ 319 if (indices.bufferObject == meshState().getQuadListIBO()) { 320 // Since the indexed quad list is of limited length, we loop over 321 // the glDrawXXX method while updating the vertex pointer 322 GLsizei elementsCount = mesh.elementCount; 323 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 324 while (elementsCount > 0) { 325 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 326 327 // rebind pointers without forcing, since initial bind handled above 328 meshState().bindPositionVertexPointer(false, vertexData, vertices.stride); 329 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 330 meshState().bindTexCoordsVertexPointer(false, 331 vertexData + kMeshTextureOffset, vertices.stride); 332 } 333 334 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 335 elementsCount -= drawCount; 336 vertexData += (drawCount / 6) * 4 * vertices.stride; 337 } 338 } else if (indices.bufferObject || indices.indices) { 339 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 340 } else { 341 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 342 } 343 344 // ----------------------------------- 345 // ---------- Mesh teardown ---------- 346 // ----------------------------------- 347 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 348 glDisableVertexAttribArray(alphaLocation); 349 } 350 if (vertices.attribFlags & VertexAttribFlags::Color) { 351 glDisableVertexAttribArray(colorLocation); 352 } 353} 354 355void RenderState::dump() { 356 blend().dump(); 357 meshState().dump(); 358 scissor().dump(); 359 stencil().dump(); 360} 361 362} /* namespace uirenderer */ 363} /* namespace android */ 364