RenderState.cpp revision 253f2c213f6ecda63b6872aee77bd30d5ec07c82
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 <GpuMemoryTracker.h> 17#include "renderstate/RenderState.h" 18 19#include "renderthread/CanvasContext.h" 20#include "renderthread/EglManager.h" 21#include "utils/GLUtils.h" 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 GpuMemoryTracker::onGLContextCreated(); 44 45 mBlend = new Blend(); 46 mMeshState = new MeshState(); 47 mScissor = new Scissor(); 48 mStencil = new Stencil(); 49 50 // This is delayed because the first access of Caches makes GL calls 51 if (!mCaches) { 52 mCaches = &Caches::createInstance(*this); 53 } 54 mCaches->init(); 55} 56 57static void layerLostGlContext(Layer* layer) { 58 layer->onGlContextLost(); 59} 60 61void RenderState::onGLContextDestroyed() { 62 mLayerPool.clear(); 63 64 // TODO: reset all cached state in state objects 65 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 66 67 mCaches->terminate(); 68 69 delete mBlend; 70 mBlend = nullptr; 71 delete mMeshState; 72 mMeshState = nullptr; 73 delete mScissor; 74 mScissor = nullptr; 75 delete mStencil; 76 mStencil = nullptr; 77 78 GpuMemoryTracker::onGLContextDestroyed(); 79} 80 81void RenderState::flush(Caches::FlushMode mode) { 82 switch (mode) { 83 case Caches::FlushMode::Full: 84 // fall through 85 case Caches::FlushMode::Moderate: 86 // fall through 87 case Caches::FlushMode::Layers: 88 mLayerPool.clear(); 89 break; 90 } 91 mCaches->flush(mode); 92} 93 94void RenderState::setViewport(GLsizei width, GLsizei height) { 95 mViewportWidth = width; 96 mViewportHeight = height; 97 glViewport(0, 0, mViewportWidth, mViewportHeight); 98} 99 100 101void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 102 *outWidth = mViewportWidth; 103 *outHeight = mViewportHeight; 104} 105 106void RenderState::bindFramebuffer(GLuint fbo) { 107 if (mFramebuffer != fbo) { 108 mFramebuffer = fbo; 109 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 110 } 111} 112 113GLuint RenderState::createFramebuffer() { 114 GLuint ret; 115 glGenFramebuffers(1, &ret); 116 return ret; 117} 118 119void RenderState::deleteFramebuffer(GLuint fbo) { 120 if (mFramebuffer == fbo) { 121 // GL defines that deleting the currently bound FBO rebinds FBO 0. 122 // Reflect this in our cached value. 123 mFramebuffer = 0; 124 } 125 glDeleteFramebuffers(1, &fbo); 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 // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) 149 if (mCaches->extensions().hasSRGBWriteControl()) { 150 glDisable(GL_FRAMEBUFFER_SRGB_EXT); 151 } 152} 153 154void RenderState::resumeFromFunctorInvoke() { 155 if (mCaches->extensions().hasSRGBWriteControl()) { 156 glEnable(GL_FRAMEBUFFER_SRGB_EXT); 157 } 158 159 glViewport(0, 0, mViewportWidth, mViewportHeight); 160 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 161 debugOverdraw(false, false); 162 163 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 164 165 scissor().invalidate(); 166 blend().invalidate(); 167 168 mCaches->textureState().activateTexture(0); 169 mCaches->textureState().resetBoundTextures(); 170} 171 172void RenderState::debugOverdraw(bool enable, bool clear) { 173 if (Properties::debugOverdraw && mFramebuffer == 0) { 174 if (clear) { 175 scissor().setEnabled(false); 176 stencil().clear(); 177 } 178 if (enable) { 179 stencil().enableDebugWrite(); 180 } else { 181 stencil().disable(); 182 } 183 } 184} 185 186class DecStrongTask : public renderthread::RenderTask { 187public: 188 explicit 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 if (pthread_equal(mThreadId, pthread_self())) { 202 object->decStrong(nullptr); 203 } else { 204 mRenderThread.queue(new DecStrongTask(object)); 205 } 206} 207 208/////////////////////////////////////////////////////////////////////////////// 209// Render 210/////////////////////////////////////////////////////////////////////////////// 211 212void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { 213 const Glop::Mesh& mesh = glop.mesh; 214 const Glop::Mesh::Vertices& vertices = mesh.vertices; 215 const Glop::Mesh::Indices& indices = mesh.indices; 216 const Glop::Fill& fill = glop.fill; 217 218 GL_CHECKPOINT(MODERATE); 219 220 // --------------------------------------------- 221 // ---------- Program + uniform setup ---------- 222 // --------------------------------------------- 223 mCaches->setProgram(fill.program); 224 225 if (fill.colorEnabled) { 226 fill.program->setColor(fill.color); 227 } 228 229 fill.program->set(orthoMatrix, 230 glop.transform.modelView, 231 glop.transform.meshTransform(), 232 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 233 234 // Color filter uniforms 235 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 236 const FloatColor& color = fill.filter.color; 237 glUniform4f(mCaches->program().getUniform("colorBlend"), 238 color.r, color.g, color.b, color.a); 239 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 240 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 241 fill.filter.matrix.matrix); 242 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 243 fill.filter.matrix.vector); 244 } 245 246 // Round rect clipping uniforms 247 if (glop.roundRectClipState) { 248 // TODO: avoid query, and cache values (or RRCS ptr) in program 249 const RoundRectClipState* state = glop.roundRectClipState; 250 const Rect& innerRect = state->innerRect; 251 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 252 innerRect.left, innerRect.top, 253 innerRect.right, innerRect.bottom); 254 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 255 1, GL_FALSE, &state->matrix.data[0]); 256 257 // add half pixel to round out integer rect space to cover pixel centers 258 float roundedOutRadius = state->radius + 0.5f; 259 glUniform1f(fill.program->getUniform("roundRectRadius"), 260 roundedOutRadius); 261 } 262 263 GL_CHECKPOINT(MODERATE); 264 265 // -------------------------------- 266 // ---------- Mesh setup ---------- 267 // -------------------------------- 268 // vertices 269 meshState().bindMeshBuffer(vertices.bufferObject); 270 meshState().bindPositionVertexPointer(vertices.position, vertices.stride); 271 272 // indices 273 meshState().bindIndicesBuffer(indices.bufferObject); 274 275 // texture 276 if (fill.texture.texture != nullptr) { 277 const Glop::Fill::TextureData& texture = fill.texture; 278 // texture always takes slot 0, shader samplers increment from there 279 mCaches->textureState().activateTexture(0); 280 281 mCaches->textureState().bindTexture(texture.target, texture.texture->id()); 282 if (texture.clamp != GL_INVALID_ENUM) { 283 texture.texture->setWrap(texture.clamp, false, false, texture.target); 284 } 285 if (texture.filter != GL_INVALID_ENUM) { 286 texture.texture->setFilter(texture.filter, false, false, texture.target); 287 } 288 289 if (texture.textureTransform) { 290 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 291 GL_FALSE, &texture.textureTransform->data[0]); 292 } 293 } 294 295 // vertex attributes (tex coord, color, alpha) 296 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 297 meshState().enableTexCoordsVertexArray(); 298 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); 299 } else { 300 meshState().disableTexCoordsVertexArray(); 301 } 302 int colorLocation = -1; 303 if (vertices.attribFlags & VertexAttribFlags::Color) { 304 colorLocation = fill.program->getAttrib("colors"); 305 glEnableVertexAttribArray(colorLocation); 306 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); 307 } 308 int alphaLocation = -1; 309 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 310 // NOTE: alpha vertex position is computed assuming no VBO 311 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; 312 alphaLocation = fill.program->getAttrib("vtxAlpha"); 313 glEnableVertexAttribArray(alphaLocation); 314 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 315 } 316 // Shader uniforms 317 SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight); 318 319 GL_CHECKPOINT(MODERATE); 320 Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ? 321 fill.skiaShaderData.bitmapData.bitmapTexture : nullptr; 322 const AutoTexture autoCleanup(texture); 323 324 // ------------------------------------ 325 // ---------- GL state setup ---------- 326 // ------------------------------------ 327 blend().setFactors(glop.blend.src, glop.blend.dst); 328 329 GL_CHECKPOINT(MODERATE); 330 331 // ------------------------------------ 332 // ---------- Actual drawing ---------- 333 // ------------------------------------ 334 if (indices.bufferObject == meshState().getQuadListIBO()) { 335 // Since the indexed quad list is of limited length, we loop over 336 // the glDrawXXX method while updating the vertex pointer 337 GLsizei elementsCount = mesh.elementCount; 338 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 339 while (elementsCount > 0) { 340 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 341 meshState().bindPositionVertexPointer(vertexData, vertices.stride); 342 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 343 meshState().bindTexCoordsVertexPointer( 344 vertexData + kMeshTextureOffset, vertices.stride); 345 } 346 347 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 348 elementsCount -= drawCount; 349 vertexData += (drawCount / 6) * 4 * vertices.stride; 350 } 351 } else if (indices.bufferObject || indices.indices) { 352 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 353 } else { 354 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 355 } 356 357 GL_CHECKPOINT(MODERATE); 358 359 // ----------------------------------- 360 // ---------- Mesh teardown ---------- 361 // ----------------------------------- 362 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 363 glDisableVertexAttribArray(alphaLocation); 364 } 365 if (vertices.attribFlags & VertexAttribFlags::Color) { 366 glDisableVertexAttribArray(colorLocation); 367 } 368 369 GL_CHECKPOINT(MODERATE); 370} 371 372void RenderState::dump() { 373 blend().dump(); 374 meshState().dump(); 375 scissor().dump(); 376 stencil().dump(); 377} 378 379} /* namespace uirenderer */ 380} /* namespace android */ 381