RenderState.cpp revision 3e9999bd866fac71c72e6b484a9836c87c328a08
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 "DeferredLayerUpdater.h" 17#include "GlLayer.h" 18#include "VkLayer.h" 19#include <GpuMemoryTracker.h> 20#include "renderstate/RenderState.h" 21 22#include "renderthread/CanvasContext.h" 23#include "renderthread/EglManager.h" 24#include "utils/GLUtils.h" 25#include <algorithm> 26 27namespace android { 28namespace uirenderer { 29 30RenderState::RenderState(renderthread::RenderThread& thread) 31 : mRenderThread(thread) 32 , mViewportWidth(0) 33 , mViewportHeight(0) 34 , mFramebuffer(0) { 35 mThreadId = pthread_self(); 36} 37 38RenderState::~RenderState() { 39 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 40 "State object lifecycle not managed correctly"); 41} 42 43void RenderState::onGLContextCreated() { 44 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 45 "State object lifecycle not managed correctly"); 46 GpuMemoryTracker::onGpuContextCreated(); 47 48 mBlend = new Blend(); 49 mMeshState = new MeshState(); 50 mScissor = new Scissor(); 51 mStencil = new Stencil(); 52 53 // This is delayed because the first access of Caches makes GL calls 54 if (!mCaches) { 55 mCaches = &Caches::createInstance(*this); 56 } 57 mCaches->init(); 58} 59 60static void layerLostGlContext(Layer* layer) { 61 LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL, 62 "layerLostGlContext on non GL layer"); 63 static_cast<GlLayer*>(layer)->onGlContextLost(); 64} 65 66void RenderState::onGLContextDestroyed() { 67 mLayerPool.clear(); 68 69 // TODO: reset all cached state in state objects 70 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 71 72 mCaches->terminate(); 73 74 delete mBlend; 75 mBlend = nullptr; 76 delete mMeshState; 77 mMeshState = nullptr; 78 delete mScissor; 79 mScissor = nullptr; 80 delete mStencil; 81 mStencil = nullptr; 82 83 GpuMemoryTracker::onGpuContextDestroyed(); 84} 85 86void RenderState::onVkContextCreated() { 87 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 88 "State object lifecycle not managed correctly"); 89 GpuMemoryTracker::onGpuContextCreated(); 90} 91 92static void layerDestroyedVkContext(Layer* layer) { 93 LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan, 94 "layerLostVkContext on non Vulkan layer"); 95 static_cast<VkLayer*>(layer)->onVkContextDestroyed(); 96} 97 98void RenderState::onVkContextDestroyed() { 99 mLayerPool.clear(); 100 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext); 101 GpuMemoryTracker::onGpuContextDestroyed(); 102} 103 104GrContext* RenderState::getGrContext() const { 105 return mRenderThread.getGrContext(); 106} 107 108void RenderState::flush(Caches::FlushMode mode) { 109 switch (mode) { 110 case Caches::FlushMode::Full: 111 // fall through 112 case Caches::FlushMode::Moderate: 113 // fall through 114 case Caches::FlushMode::Layers: 115 mLayerPool.clear(); 116 break; 117 } 118 mCaches->flush(mode); 119} 120 121void RenderState::setViewport(GLsizei width, GLsizei height) { 122 mViewportWidth = width; 123 mViewportHeight = height; 124 glViewport(0, 0, mViewportWidth, mViewportHeight); 125} 126 127 128void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 129 *outWidth = mViewportWidth; 130 *outHeight = mViewportHeight; 131} 132 133void RenderState::bindFramebuffer(GLuint fbo) { 134 if (mFramebuffer != fbo) { 135 mFramebuffer = fbo; 136 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 137 } 138} 139 140GLuint RenderState::createFramebuffer() { 141 GLuint ret; 142 glGenFramebuffers(1, &ret); 143 return ret; 144} 145 146void RenderState::deleteFramebuffer(GLuint fbo) { 147 if (mFramebuffer == fbo) { 148 // GL defines that deleting the currently bound FBO rebinds FBO 0. 149 // Reflect this in our cached value. 150 mFramebuffer = 0; 151 } 152 glDeleteFramebuffers(1, &fbo); 153} 154 155void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 156 if (mode == DrawGlInfo::kModeProcessNoContext) { 157 // If there's no context we don't need to interrupt as there's 158 // no gl state to save/restore 159 (*functor)(mode, info); 160 } else { 161 interruptForFunctorInvoke(); 162 (*functor)(mode, info); 163 resumeFromFunctorInvoke(); 164 } 165} 166 167void RenderState::interruptForFunctorInvoke() { 168 mCaches->setProgram(nullptr); 169 mCaches->textureState().resetActiveTexture(); 170 meshState().unbindMeshBuffer(); 171 meshState().unbindIndicesBuffer(); 172 meshState().resetVertexPointers(); 173 meshState().disableTexCoordsVertexArray(); 174 debugOverdraw(false, false); 175 // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) 176 if (mCaches->extensions().hasSRGBWriteControl()) { 177 glDisable(GL_FRAMEBUFFER_SRGB_EXT); 178 } 179} 180 181void RenderState::resumeFromFunctorInvoke() { 182 if (mCaches->extensions().hasSRGBWriteControl()) { 183 glEnable(GL_FRAMEBUFFER_SRGB_EXT); 184 } 185 186 glViewport(0, 0, mViewportWidth, mViewportHeight); 187 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 188 debugOverdraw(false, false); 189 190 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 191 192 scissor().invalidate(); 193 blend().invalidate(); 194 195 mCaches->textureState().activateTexture(0); 196 mCaches->textureState().resetBoundTextures(); 197} 198 199void RenderState::debugOverdraw(bool enable, bool clear) { 200 if (Properties::debugOverdraw && mFramebuffer == 0) { 201 if (clear) { 202 scissor().setEnabled(false); 203 stencil().clear(); 204 } 205 if (enable) { 206 stencil().enableDebugWrite(); 207 } else { 208 stencil().disable(); 209 } 210 } 211} 212 213static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) { 214 layerUpdater->destroyLayer(); 215} 216 217void RenderState::destroyLayersInUpdater() { 218 std::for_each(mActiveLayerUpdaters.begin(), mActiveLayerUpdaters.end(), destroyLayerInUpdater); 219} 220 221class DecStrongTask : public renderthread::RenderTask { 222public: 223 explicit DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 224 225 virtual void run() override { 226 mObject->decStrong(nullptr); 227 mObject = nullptr; 228 delete this; 229 } 230 231private: 232 VirtualLightRefBase* mObject; 233}; 234 235void RenderState::postDecStrong(VirtualLightRefBase* object) { 236 if (pthread_equal(mThreadId, pthread_self())) { 237 object->decStrong(nullptr); 238 } else { 239 mRenderThread.queue(new DecStrongTask(object)); 240 } 241} 242 243/////////////////////////////////////////////////////////////////////////////// 244// Render 245/////////////////////////////////////////////////////////////////////////////// 246 247void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { 248 const Glop::Mesh& mesh = glop.mesh; 249 const Glop::Mesh::Vertices& vertices = mesh.vertices; 250 const Glop::Mesh::Indices& indices = mesh.indices; 251 const Glop::Fill& fill = glop.fill; 252 253 GL_CHECKPOINT(MODERATE); 254 255 // --------------------------------------------- 256 // ---------- Program + uniform setup ---------- 257 // --------------------------------------------- 258 mCaches->setProgram(fill.program); 259 260 if (fill.colorEnabled) { 261 fill.program->setColor(fill.color); 262 } 263 264 fill.program->set(orthoMatrix, 265 glop.transform.modelView, 266 glop.transform.meshTransform(), 267 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 268 269 // Color filter uniforms 270 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 271 const FloatColor& color = fill.filter.color; 272 glUniform4f(mCaches->program().getUniform("colorBlend"), 273 color.r, color.g, color.b, color.a); 274 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 275 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 276 fill.filter.matrix.matrix); 277 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 278 fill.filter.matrix.vector); 279 } 280 281 // Round rect clipping uniforms 282 if (glop.roundRectClipState) { 283 // TODO: avoid query, and cache values (or RRCS ptr) in program 284 const RoundRectClipState* state = glop.roundRectClipState; 285 const Rect& innerRect = state->innerRect; 286 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 287 innerRect.left, innerRect.top, 288 innerRect.right, innerRect.bottom); 289 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 290 1, GL_FALSE, &state->matrix.data[0]); 291 292 // add half pixel to round out integer rect space to cover pixel centers 293 float roundedOutRadius = state->radius + 0.5f; 294 glUniform1f(fill.program->getUniform("roundRectRadius"), 295 roundedOutRadius); 296 } 297 298 GL_CHECKPOINT(MODERATE); 299 300 // -------------------------------- 301 // ---------- Mesh setup ---------- 302 // -------------------------------- 303 // vertices 304 meshState().bindMeshBuffer(vertices.bufferObject); 305 meshState().bindPositionVertexPointer(vertices.position, vertices.stride); 306 307 // indices 308 meshState().bindIndicesBuffer(indices.bufferObject); 309 310 // texture 311 if (fill.texture.texture != nullptr) { 312 const Glop::Fill::TextureData& texture = fill.texture; 313 // texture always takes slot 0, shader samplers increment from there 314 mCaches->textureState().activateTexture(0); 315 316 mCaches->textureState().bindTexture(texture.texture->target(), texture.texture->id()); 317 if (texture.clamp != GL_INVALID_ENUM) { 318 texture.texture->setWrap(texture.clamp, false, false); 319 } 320 if (texture.filter != GL_INVALID_ENUM) { 321 texture.texture->setFilter(texture.filter, false, false); 322 } 323 324 if (texture.textureTransform) { 325 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 326 GL_FALSE, &texture.textureTransform->data[0]); 327 } 328 } 329 330 // vertex attributes (tex coord, color, alpha) 331 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 332 meshState().enableTexCoordsVertexArray(); 333 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); 334 } else { 335 meshState().disableTexCoordsVertexArray(); 336 } 337 int colorLocation = -1; 338 if (vertices.attribFlags & VertexAttribFlags::Color) { 339 colorLocation = fill.program->getAttrib("colors"); 340 glEnableVertexAttribArray(colorLocation); 341 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); 342 } 343 int alphaLocation = -1; 344 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 345 // NOTE: alpha vertex position is computed assuming no VBO 346 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; 347 alphaLocation = fill.program->getAttrib("vtxAlpha"); 348 glEnableVertexAttribArray(alphaLocation); 349 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 350 } 351 // Shader uniforms 352 SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight); 353 354 GL_CHECKPOINT(MODERATE); 355 Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ? 356 fill.skiaShaderData.bitmapData.bitmapTexture : nullptr; 357 const AutoTexture autoCleanup(texture); 358 359 // ------------------------------------ 360 // ---------- GL state setup ---------- 361 // ------------------------------------ 362 blend().setFactors(glop.blend.src, glop.blend.dst); 363 364 GL_CHECKPOINT(MODERATE); 365 366 // ------------------------------------ 367 // ---------- Actual drawing ---------- 368 // ------------------------------------ 369 if (indices.bufferObject == meshState().getQuadListIBO()) { 370 // Since the indexed quad list is of limited length, we loop over 371 // the glDrawXXX method while updating the vertex pointer 372 GLsizei elementsCount = mesh.elementCount; 373 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 374 while (elementsCount > 0) { 375 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 376 meshState().bindPositionVertexPointer(vertexData, vertices.stride); 377 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 378 meshState().bindTexCoordsVertexPointer( 379 vertexData + kMeshTextureOffset, vertices.stride); 380 } 381 382 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 383 elementsCount -= drawCount; 384 vertexData += (drawCount / 6) * 4 * vertices.stride; 385 } 386 } else if (indices.bufferObject || indices.indices) { 387 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 388 } else { 389 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 390 } 391 392 GL_CHECKPOINT(MODERATE); 393 394 // ----------------------------------- 395 // ---------- Mesh teardown ---------- 396 // ----------------------------------- 397 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 398 glDisableVertexAttribArray(alphaLocation); 399 } 400 if (vertices.attribFlags & VertexAttribFlags::Color) { 401 glDisableVertexAttribArray(colorLocation); 402 } 403 404 GL_CHECKPOINT(MODERATE); 405} 406 407void RenderState::dump() { 408 blend().dump(); 409 meshState().dump(); 410 scissor().dump(); 411 stencil().dump(); 412} 413 414} /* namespace uirenderer */ 415} /* namespace android */ 416