RenderState.cpp revision 818c9fbf1d76d5df19253ba4eb964efa939ec9ec
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
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    mBlend = new Blend();
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    mCaches->terminate();
98
99    delete mBlend;
100    mBlend = nullptr;
101    delete mMeshState;
102    mMeshState = nullptr;
103    delete mScissor;
104    mScissor = nullptr;
105    delete mStencil;
106    mStencil = nullptr;
107}
108
109void RenderState::setViewport(GLsizei width, GLsizei height) {
110    mViewportWidth = width;
111    mViewportHeight = height;
112    glViewport(0, 0, mViewportWidth, mViewportHeight);
113}
114
115
116void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
117    *outWidth = mViewportWidth;
118    *outHeight = mViewportHeight;
119}
120
121void RenderState::bindFramebuffer(GLuint fbo) {
122    if (mFramebuffer != fbo) {
123        mFramebuffer = fbo;
124        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
125    }
126}
127
128GLuint RenderState::genFramebuffer() {
129    GLuint ret;
130    glGenFramebuffers(1, &ret);
131    return ret;
132}
133
134void RenderState::deleteFramebuffer(GLuint fbo) {
135    if (mFramebuffer == fbo) {
136        // GL defines that deleting the currently bound FBO rebinds FBO 0.
137        // Reflect this in our cached value.
138        mFramebuffer = 0;
139    }
140    glDeleteFramebuffers(1, &fbo);
141}
142
143void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
144    if (mode == DrawGlInfo::kModeProcessNoContext) {
145        // If there's no context we don't need to interrupt as there's
146        // no gl state to save/restore
147        (*functor)(mode, info);
148    } else {
149        interruptForFunctorInvoke();
150        (*functor)(mode, info);
151        resumeFromFunctorInvoke();
152    }
153}
154
155void RenderState::interruptForFunctorInvoke() {
156    mCaches->setProgram(nullptr);
157    mCaches->textureState().resetActiveTexture();
158    meshState().unbindMeshBuffer();
159    meshState().unbindIndicesBuffer();
160    meshState().resetVertexPointers();
161    meshState().disableTexCoordsVertexArray();
162    debugOverdraw(false, false);
163}
164
165void RenderState::resumeFromFunctorInvoke() {
166    glViewport(0, 0, mViewportWidth, mViewportHeight);
167    glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
168    debugOverdraw(false, false);
169
170    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
171
172    scissor().invalidate();
173    blend().invalidate();
174
175    mCaches->textureState().activateTexture(0);
176    mCaches->textureState().resetBoundTextures();
177}
178
179void RenderState::debugOverdraw(bool enable, bool clear) {
180    if (Properties::debugOverdraw && mFramebuffer == 0) {
181        if (clear) {
182            scissor().setEnabled(false);
183            stencil().clear();
184        }
185        if (enable) {
186            stencil().enableDebugWrite();
187        } else {
188            stencil().disable();
189        }
190    }
191}
192
193void RenderState::requireGLContext() {
194    assertOnGLThread();
195    LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(),
196            "No GL context!");
197}
198
199void RenderState::assertOnGLThread() {
200    pthread_t curr = pthread_self();
201    LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
202}
203
204class DecStrongTask : public renderthread::RenderTask {
205public:
206    DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
207
208    virtual void run() override {
209        mObject->decStrong(nullptr);
210        mObject = nullptr;
211        delete this;
212    }
213
214private:
215    VirtualLightRefBase* mObject;
216};
217
218void RenderState::postDecStrong(VirtualLightRefBase* object) {
219    mRenderThread.queue(new DecStrongTask(object));
220}
221
222///////////////////////////////////////////////////////////////////////////////
223// Render
224///////////////////////////////////////////////////////////////////////////////
225
226void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
227    const Glop::Mesh& mesh = glop.mesh;
228    const Glop::Mesh::Vertices& vertices = mesh.vertices;
229    const Glop::Mesh::Indices& indices = mesh.indices;
230    const Glop::Fill& fill = glop.fill;
231
232    // ---------------------------------------------
233    // ---------- Program + uniform setup ----------
234    // ---------------------------------------------
235    mCaches->setProgram(fill.program);
236
237    if (fill.colorEnabled) {
238        fill.program->setColor(fill.color);
239    }
240
241    fill.program->set(orthoMatrix,
242            glop.transform.modelView,
243            glop.transform.meshTransform(),
244            glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
245
246    // Color filter uniforms
247    if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) {
248        const FloatColor& color = fill.filter.color;
249        glUniform4f(mCaches->program().getUniform("colorBlend"),
250                color.r, color.g, color.b, color.a);
251    } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) {
252        glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
253                fill.filter.matrix.matrix);
254        glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
255                fill.filter.matrix.vector);
256    }
257
258    // Round rect clipping uniforms
259    if (glop.roundRectClipState) {
260        // TODO: avoid query, and cache values (or RRCS ptr) in program
261        const RoundRectClipState* state = glop.roundRectClipState;
262        const Rect& innerRect = state->innerRect;
263        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
264                innerRect.left, innerRect.top,
265                innerRect.right, innerRect.bottom);
266        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
267                1, GL_FALSE, &state->matrix.data[0]);
268
269        // add half pixel to round out integer rect space to cover pixel centers
270        float roundedOutRadius = state->radius + 0.5f;
271        glUniform1f(fill.program->getUniform("roundRectRadius"),
272                roundedOutRadius);
273    }
274
275    // --------------------------------
276    // ---------- Mesh setup ----------
277    // --------------------------------
278    // vertices
279    const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject)
280            || (vertices.position != nullptr);
281    meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride);
282
283    // indices
284    meshState().bindIndicesBufferInternal(indices.bufferObject);
285
286    if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
287        const Glop::Fill::TextureData& texture = fill.texture;
288        // texture always takes slot 0, shader samplers increment from there
289        mCaches->textureState().activateTexture(0);
290
291        if (texture.clamp != GL_INVALID_ENUM) {
292            texture.texture->setWrap(texture.clamp, true, false, texture.target);
293        }
294        if (texture.filter != GL_INVALID_ENUM) {
295            texture.texture->setFilter(texture.filter, true, false, texture.target);
296        }
297
298        mCaches->textureState().bindTexture(texture.target, texture.texture->id);
299        meshState().enableTexCoordsVertexArray();
300        meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride);
301
302        if (texture.textureTransform) {
303            glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
304                    GL_FALSE, &texture.textureTransform->data[0]);
305        }
306    } else {
307        meshState().disableTexCoordsVertexArray();
308    }
309    int colorLocation = -1;
310    if (vertices.attribFlags & VertexAttribFlags::Color) {
311        colorLocation = fill.program->getAttrib("colors");
312        glEnableVertexAttribArray(colorLocation);
313        glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
314    }
315    int alphaLocation = -1;
316    if (vertices.attribFlags & VertexAttribFlags::Alpha) {
317        // NOTE: alpha vertex position is computed assuming no VBO
318        const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
319        alphaLocation = fill.program->getAttrib("vtxAlpha");
320        glEnableVertexAttribArray(alphaLocation);
321        glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
322    }
323    // Shader uniforms
324    SkiaShader::apply(*mCaches, fill.skiaShaderData);
325
326    // ------------------------------------
327    // ---------- GL state setup ----------
328    // ------------------------------------
329    blend().setFactors(glop.blend.src, glop.blend.dst);
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
342            // rebind pointers without forcing, since initial bind handled above
343            meshState().bindPositionVertexPointer(false, vertexData, vertices.stride);
344            if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
345                meshState().bindTexCoordsVertexPointer(false,
346                        vertexData + kMeshTextureOffset, vertices.stride);
347            }
348
349            glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
350            elementsCount -= drawCount;
351            vertexData += (drawCount / 6) * 4 * vertices.stride;
352        }
353    } else if (indices.bufferObject || indices.indices) {
354        glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
355    } else {
356        glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
357    }
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
370void RenderState::dump() {
371    blend().dump();
372    meshState().dump();
373    scissor().dump();
374    stencil().dump();
375}
376
377} /* namespace uirenderer */
378} /* namespace android */
379