RenderState.cpp revision ff5c8e8097e3eff910632a568195b798798ccccc
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 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 delete mMeshState; 98 mMeshState = nullptr; 99 delete mScissor; 100 mScissor = nullptr; 101 delete mStencil; 102 mStencil = nullptr; 103} 104 105void RenderState::setViewport(GLsizei width, GLsizei height) { 106 mViewportWidth = width; 107 mViewportHeight = height; 108 glViewport(0, 0, mViewportWidth, mViewportHeight); 109} 110 111 112void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 113 *outWidth = mViewportWidth; 114 *outHeight = mViewportHeight; 115} 116 117void RenderState::bindFramebuffer(GLuint fbo) { 118 if (mFramebuffer != fbo) { 119 mFramebuffer = fbo; 120 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 121 } 122} 123 124void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 125 interruptForFunctorInvoke(); 126 (*functor)(mode, info); 127 resumeFromFunctorInvoke(); 128} 129 130void RenderState::interruptForFunctorInvoke() { 131 if (mCaches->currentProgram) { 132 if (mCaches->currentProgram->isInUse()) { 133 mCaches->currentProgram->remove(); 134 mCaches->currentProgram = nullptr; 135 } 136 } 137 mCaches->resetActiveTexture(); 138 meshState().unbindMeshBuffer(); 139 meshState().unbindIndicesBuffer(); 140 meshState().resetVertexPointers(); 141 meshState().disableTexCoordsVertexArray(); 142 debugOverdraw(false, false); 143} 144 145void RenderState::resumeFromFunctorInvoke() { 146 glViewport(0, 0, mViewportWidth, mViewportHeight); 147 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 148 debugOverdraw(false, false); 149 150 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 151 152 scissor().invalidate(); 153 154 mCaches->activeTexture(0); 155 mCaches->resetBoundTextures(); 156 157 mCaches->blend = true; 158 glEnable(GL_BLEND); 159 glBlendFunc(mCaches->lastSrcMode, mCaches->lastDstMode); 160 glBlendEquation(GL_FUNC_ADD); 161} 162 163void RenderState::debugOverdraw(bool enable, bool clear) { 164 if (mCaches->debugOverdraw && mFramebuffer == 0) { 165 if (clear) { 166 scissor().setEnabled(false); 167 stencil().clear(); 168 } 169 if (enable) { 170 stencil().enableDebugWrite(); 171 } else { 172 stencil().disable(); 173 } 174 } 175} 176 177void RenderState::requireGLContext() { 178 assertOnGLThread(); 179 mRenderThread.eglManager().requireGlContext(); 180} 181 182void RenderState::assertOnGLThread() { 183 pthread_t curr = pthread_self(); 184 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 185} 186 187 188class DecStrongTask : public renderthread::RenderTask { 189public: 190 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 191 192 virtual void run() override { 193 mObject->decStrong(nullptr); 194 mObject = nullptr; 195 delete this; 196 } 197 198private: 199 VirtualLightRefBase* mObject; 200}; 201 202void RenderState::postDecStrong(VirtualLightRefBase* object) { 203 mRenderThread.queue(new DecStrongTask(object)); 204} 205 206} /* namespace uirenderer */ 207} /* namespace android */ 208