RenderState.cpp revision 9fded232a9548a304e0145011df8849fba0dcda7
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 mLayerPool.clear(); 94 95 // TODO: reset all cached state in state objects 96 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 97 mAssetAtlas.terminate(); 98 99 mCaches->terminate(); 100 101 delete mBlend; 102 mBlend = nullptr; 103 delete mMeshState; 104 mMeshState = nullptr; 105 delete mScissor; 106 mScissor = nullptr; 107 delete mStencil; 108 mStencil = nullptr; 109} 110 111void RenderState::flush(Caches::FlushMode mode) { 112 switch (mode) { 113 case Caches::FlushMode::Full: 114 // fall through 115 case Caches::FlushMode::Moderate: 116 // fall through 117 case Caches::FlushMode::Layers: 118 mLayerPool.clear(); 119 break; 120 } 121 mCaches->flush(mode); 122} 123 124void RenderState::setViewport(GLsizei width, GLsizei height) { 125 mViewportWidth = width; 126 mViewportHeight = height; 127 glViewport(0, 0, mViewportWidth, mViewportHeight); 128} 129 130 131void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 132 *outWidth = mViewportWidth; 133 *outHeight = mViewportHeight; 134} 135 136void RenderState::bindFramebuffer(GLuint fbo) { 137 if (mFramebuffer != fbo) { 138 mFramebuffer = fbo; 139 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 140 } 141} 142 143GLuint RenderState::genFramebuffer() { 144 GLuint ret; 145 glGenFramebuffers(1, &ret); 146 return ret; 147} 148 149void RenderState::deleteFramebuffer(GLuint fbo) { 150 if (mFramebuffer == fbo) { 151 // GL defines that deleting the currently bound FBO rebinds FBO 0. 152 // Reflect this in our cached value. 153 mFramebuffer = 0; 154 } 155 glDeleteFramebuffers(1, &fbo); 156} 157 158void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 159 if (mode == DrawGlInfo::kModeProcessNoContext) { 160 // If there's no context we don't need to interrupt as there's 161 // no gl state to save/restore 162 (*functor)(mode, info); 163 } else { 164 interruptForFunctorInvoke(); 165 (*functor)(mode, info); 166 resumeFromFunctorInvoke(); 167 } 168} 169 170void RenderState::interruptForFunctorInvoke() { 171 mCaches->setProgram(nullptr); 172 mCaches->textureState().resetActiveTexture(); 173 meshState().unbindMeshBuffer(); 174 meshState().unbindIndicesBuffer(); 175 meshState().resetVertexPointers(); 176 meshState().disableTexCoordsVertexArray(); 177 debugOverdraw(false, false); 178} 179 180void RenderState::resumeFromFunctorInvoke() { 181 glViewport(0, 0, mViewportWidth, mViewportHeight); 182 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 183 debugOverdraw(false, false); 184 185 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 186 187 scissor().invalidate(); 188 blend().invalidate(); 189 190 mCaches->textureState().activateTexture(0); 191 mCaches->textureState().resetBoundTextures(); 192} 193 194void RenderState::debugOverdraw(bool enable, bool clear) { 195 if (Properties::debugOverdraw && mFramebuffer == 0) { 196 if (clear) { 197 scissor().setEnabled(false); 198 stencil().clear(); 199 } 200 if (enable) { 201 stencil().enableDebugWrite(); 202 } else { 203 stencil().disable(); 204 } 205 } 206} 207 208void RenderState::requireGLContext() { 209 assertOnGLThread(); 210 LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(), 211 "No GL context!"); 212} 213 214void RenderState::assertOnGLThread() { 215 pthread_t curr = pthread_self(); 216 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!"); 217} 218 219class DecStrongTask : public renderthread::RenderTask { 220public: 221 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 222 223 virtual void run() override { 224 mObject->decStrong(nullptr); 225 mObject = nullptr; 226 delete this; 227 } 228 229private: 230 VirtualLightRefBase* mObject; 231}; 232 233void RenderState::postDecStrong(VirtualLightRefBase* object) { 234 mRenderThread.queue(new DecStrongTask(object)); 235} 236 237/////////////////////////////////////////////////////////////////////////////// 238// Render 239/////////////////////////////////////////////////////////////////////////////// 240 241void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { 242 const Glop::Mesh& mesh = glop.mesh; 243 const Glop::Mesh::Vertices& vertices = mesh.vertices; 244 const Glop::Mesh::Indices& indices = mesh.indices; 245 const Glop::Fill& fill = glop.fill; 246 247 // --------------------------------------------- 248 // ---------- Program + uniform setup ---------- 249 // --------------------------------------------- 250 mCaches->setProgram(fill.program); 251 252 if (fill.colorEnabled) { 253 fill.program->setColor(fill.color); 254 } 255 256 fill.program->set(orthoMatrix, 257 glop.transform.modelView, 258 glop.transform.meshTransform(), 259 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 260 261 // Color filter uniforms 262 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 263 const FloatColor& color = fill.filter.color; 264 glUniform4f(mCaches->program().getUniform("colorBlend"), 265 color.r, color.g, color.b, color.a); 266 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 267 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 268 fill.filter.matrix.matrix); 269 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 270 fill.filter.matrix.vector); 271 } 272 273 // Round rect clipping uniforms 274 if (glop.roundRectClipState) { 275 // TODO: avoid query, and cache values (or RRCS ptr) in program 276 const RoundRectClipState* state = glop.roundRectClipState; 277 const Rect& innerRect = state->innerRect; 278 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 279 innerRect.left, innerRect.top, 280 innerRect.right, innerRect.bottom); 281 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 282 1, GL_FALSE, &state->matrix.data[0]); 283 284 // add half pixel to round out integer rect space to cover pixel centers 285 float roundedOutRadius = state->radius + 0.5f; 286 glUniform1f(fill.program->getUniform("roundRectRadius"), 287 roundedOutRadius); 288 } 289 290 // -------------------------------- 291 // ---------- Mesh setup ---------- 292 // -------------------------------- 293 // vertices 294 const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject) 295 || (vertices.position != nullptr); 296 meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride); 297 298 // indices 299 meshState().bindIndicesBufferInternal(indices.bufferObject); 300 301 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 302 const Glop::Fill::TextureData& texture = fill.texture; 303 // texture always takes slot 0, shader samplers increment from there 304 mCaches->textureState().activateTexture(0); 305 306 if (texture.clamp != GL_INVALID_ENUM) { 307 texture.texture->setWrap(texture.clamp, true, false, texture.target); 308 } 309 if (texture.filter != GL_INVALID_ENUM) { 310 texture.texture->setFilter(texture.filter, true, false, texture.target); 311 } 312 313 mCaches->textureState().bindTexture(texture.target, texture.texture->id); 314 meshState().enableTexCoordsVertexArray(); 315 meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride); 316 317 if (texture.textureTransform) { 318 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 319 GL_FALSE, &texture.textureTransform->data[0]); 320 } 321 } else { 322 meshState().disableTexCoordsVertexArray(); 323 } 324 int colorLocation = -1; 325 if (vertices.attribFlags & VertexAttribFlags::Color) { 326 colorLocation = fill.program->getAttrib("colors"); 327 glEnableVertexAttribArray(colorLocation); 328 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); 329 } 330 int alphaLocation = -1; 331 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 332 // NOTE: alpha vertex position is computed assuming no VBO 333 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; 334 alphaLocation = fill.program->getAttrib("vtxAlpha"); 335 glEnableVertexAttribArray(alphaLocation); 336 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 337 } 338 // Shader uniforms 339 SkiaShader::apply(*mCaches, fill.skiaShaderData); 340 341 // ------------------------------------ 342 // ---------- GL state setup ---------- 343 // ------------------------------------ 344 blend().setFactors(glop.blend.src, glop.blend.dst); 345 346 // ------------------------------------ 347 // ---------- Actual drawing ---------- 348 // ------------------------------------ 349 if (indices.bufferObject == meshState().getQuadListIBO()) { 350 // Since the indexed quad list is of limited length, we loop over 351 // the glDrawXXX method while updating the vertex pointer 352 GLsizei elementsCount = mesh.elementCount; 353 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 354 while (elementsCount > 0) { 355 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 356 357 // rebind pointers without forcing, since initial bind handled above 358 meshState().bindPositionVertexPointer(false, vertexData, vertices.stride); 359 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 360 meshState().bindTexCoordsVertexPointer(false, 361 vertexData + kMeshTextureOffset, vertices.stride); 362 } 363 364 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 365 elementsCount -= drawCount; 366 vertexData += (drawCount / 6) * 4 * vertices.stride; 367 } 368 } else if (indices.bufferObject || indices.indices) { 369 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 370 } else { 371 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 372 } 373 374 // ----------------------------------- 375 // ---------- Mesh teardown ---------- 376 // ----------------------------------- 377 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 378 glDisableVertexAttribArray(alphaLocation); 379 } 380 if (vertices.attribFlags & VertexAttribFlags::Color) { 381 glDisableVertexAttribArray(colorLocation); 382 } 383} 384 385void RenderState::dump() { 386 blend().dump(); 387 meshState().dump(); 388 scissor().dump(); 389 stencil().dump(); 390} 391 392} /* namespace uirenderer */ 393} /* namespace android */ 394