RenderState.cpp revision 44eb2c00861098dd3e2950d923646814b4cc57c2
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        , mViewportWidth(0)
27        , mViewportHeight(0)
28        , mFramebuffer(0) {
29    mThreadId = pthread_self();
30}
31
32RenderState::~RenderState() {
33    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
34            "State object lifecycle not managed correctly");
35}
36
37void RenderState::onGLContextCreated() {
38    LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
39            "State object lifecycle not managed correctly");
40    mBlend = new Blend();
41    mMeshState = new MeshState();
42    mScissor = new Scissor();
43    mStencil = new Stencil();
44
45    // This is delayed because the first access of Caches makes GL calls
46    mCaches = &Caches::createInstance(*this);
47    mCaches->init();
48    mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
49}
50
51static void layerLostGlContext(Layer* layer) {
52    layer->onGlContextLost();
53}
54
55void RenderState::onGLContextDestroyed() {
56/*
57    size_t size = mActiveLayers.size();
58    if (CC_UNLIKELY(size != 0)) {
59        ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
60                mRegisteredContexts.size(), size, mActiveLayers.empty());
61        mCaches->dumpMemoryUsage();
62        for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
63                cit != mRegisteredContexts.end(); cit++) {
64            renderthread::CanvasContext* context = *cit;
65            ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
66            ALOGE("  Prefeteched layers: %zu", context->mPrefetechedLayers.size());
67            for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
68                    pit != context->mPrefetechedLayers.end(); pit++) {
69                (*pit)->debugDumpLayers("    ");
70            }
71            context->mRootRenderNode->debugDumpLayers("  ");
72        }
73
74
75        if (mActiveLayers.begin() == mActiveLayers.end()) {
76            ALOGE("set has become empty. wat.");
77        }
78        for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
79             lit != mActiveLayers.end(); lit++) {
80            const Layer* layer = *(lit);
81            ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
82                    layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
83        }
84        LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
85    }
86*/
87
88    // TODO: reset all cached state in state objects
89    std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
90    mAssetAtlas.terminate();
91
92    mCaches->terminate();
93
94    delete mBlend;
95    mBlend = nullptr;
96    delete mMeshState;
97    mMeshState = nullptr;
98    delete mScissor;
99    mScissor = nullptr;
100    delete mStencil;
101    mStencil = nullptr;
102}
103
104void RenderState::setViewport(GLsizei width, GLsizei height) {
105    mViewportWidth = width;
106    mViewportHeight = height;
107    glViewport(0, 0, mViewportWidth, mViewportHeight);
108}
109
110
111void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
112    *outWidth = mViewportWidth;
113    *outHeight = mViewportHeight;
114}
115
116void RenderState::bindFramebuffer(GLuint fbo) {
117    if (mFramebuffer != fbo) {
118        mFramebuffer = fbo;
119        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
120    }
121}
122
123void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
124    interruptForFunctorInvoke();
125    (*functor)(mode, info);
126    resumeFromFunctorInvoke();
127}
128
129void RenderState::interruptForFunctorInvoke() {
130    if (mCaches->currentProgram) {
131        if (mCaches->currentProgram->isInUse()) {
132            mCaches->currentProgram->remove();
133            mCaches->currentProgram = nullptr;
134        }
135    }
136    mCaches->textureState().resetActiveTexture();
137    meshState().unbindMeshBuffer();
138    meshState().unbindIndicesBuffer();
139    meshState().resetVertexPointers();
140    meshState().disableTexCoordsVertexArray();
141    debugOverdraw(false, false);
142}
143
144void RenderState::resumeFromFunctorInvoke() {
145    glViewport(0, 0, mViewportWidth, mViewportHeight);
146    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
147    debugOverdraw(false, false);
148
149    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
150
151    scissor().invalidate();
152    blend().invalidate();
153
154    mCaches->textureState().activateTexture(0);
155    mCaches->textureState().resetBoundTextures();
156}
157
158void RenderState::debugOverdraw(bool enable, bool clear) {
159    if (mCaches->debugOverdraw && mFramebuffer == 0) {
160        if (clear) {
161            scissor().setEnabled(false);
162            stencil().clear();
163        }
164        if (enable) {
165            stencil().enableDebugWrite();
166        } else {
167            stencil().disable();
168        }
169    }
170}
171
172void RenderState::requireGLContext() {
173    assertOnGLThread();
174    mRenderThread.eglManager().requireGlContext();
175}
176
177void RenderState::assertOnGLThread() {
178    pthread_t curr = pthread_self();
179    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
180}
181
182
183class DecStrongTask : public renderthread::RenderTask {
184public:
185    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
186
187    virtual void run() override {
188        mObject->decStrong(nullptr);
189        mObject = nullptr;
190        delete this;
191    }
192
193private:
194    VirtualLightRefBase* mObject;
195};
196
197void RenderState::postDecStrong(VirtualLightRefBase* object) {
198    mRenderThread.queue(new DecStrongTask(object));
199}
200
201} /* namespace uirenderer */
202} /* namespace android */
203