RenderState.cpp revision 2ab95d780b023152556d9f8659de734ec7b55047
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& shader = glop.fill;
213
214    // --------------------------------------------
215    // ---------- Shader + uniform setup ----------
216    // --------------------------------------------
217    mCaches->setProgram(shader.program);
218
219    Glop::FloatColor color = shader.color;
220    shader.program->setColor(color.r, color.g, color.b, color.a);
221
222    shader.program->set(glop.transform.ortho,
223            glop.transform.modelView,
224            glop.transform.canvas,
225            glop.transform.fudgingOffset);
226
227    if (glop.fill.filterMode == ProgramDescription::kColorBlend) {
228        const Glop::FloatColor& color = glop.fill.filter.color;
229        glUniform4f(mCaches->program().getUniform("colorBlend"),
230                color.r, color.g, color.b, color.a);
231    } else if (glop.fill.filterMode == ProgramDescription::kColorMatrix) {
232        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
233                glop.fill.filter.matrix.matrix);
234        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
235                glop.fill.filter.matrix.vector);
236    }
237
238    // --------------------------------
239    // ---------- Mesh setup ----------
240    // --------------------------------
241    // vertices
242    bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
243            || (mesh.vertices != nullptr);
244    meshState().bindPositionVertexPointer(force, mesh.vertices, mesh.stride);
245
246    // indices
247    meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
248
249    if (mesh.vertexFlags & kTextureCoord_Attrib) {
250        // TODO: support textures
251        LOG_ALWAYS_FATAL("textures not yet supported");
252    } else {
253        meshState().disableTexCoordsVertexArray();
254    }
255    if (mesh.vertexFlags & kColor_Attrib) {
256        LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
257        // TODO: enable color, disable when done
258    }
259    int alphaSlot = -1;
260    if (mesh.vertexFlags & kAlpha_Attrib) {
261        const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
262        alphaSlot = shader.program->getAttrib("vtxAlpha");
263        glEnableVertexAttribArray(alphaSlot);
264        glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
265    }
266
267    // ------------------------------------
268    // ---------- GL state setup ----------
269    // ------------------------------------
270    blend().setFactors(glop.blend.src, glop.blend.dst);
271
272    // ------------------------------------
273    // ---------- Actual drawing ----------
274    // ------------------------------------
275    if (mesh.indexBufferObject == meshState().getQuadListIBO()) {
276        // Since the indexed quad list is of limited length, we loop over
277        // the glDrawXXX method while updating the vertex pointer
278        GLsizei elementsCount = mesh.vertexCount;
279        const GLbyte* vertices = static_cast<const GLbyte*>(mesh.vertices);
280        while (elementsCount > 0) {
281            GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
282
283            // TODO: this double binds on first pass
284            meshState().bindPositionVertexPointer(true, vertices, mesh.stride);
285            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
286            elementsCount -= drawCount;
287            vertices += (drawCount / 6) * 4 * mesh.stride;
288        }
289    } else if (mesh.indexBufferObject || mesh.indices) {
290        glDrawElements(mesh.primitiveMode, mesh.vertexCount, GL_UNSIGNED_SHORT, mesh.indices);
291    } else {
292        glDrawArrays(mesh.primitiveMode, 0, mesh.vertexCount);
293    }
294
295    // -----------------------------------
296    // ---------- Mesh teardown ----------
297    // -----------------------------------
298    if (glop.mesh.vertexFlags & kAlpha_Attrib) {
299        glDisableVertexAttribArray(alphaSlot);
300    }
301}
302
303void RenderState::dump() {
304    blend().dump();
305    meshState().dump();
306    scissor().dump();
307    stencil().dump();
308}
309
310} /* namespace uirenderer */
311} /* namespace android */
312