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 namespace android {
23 namespace uirenderer {
24
RenderState(renderthread::RenderThread & thread)25 RenderState::RenderState(renderthread::RenderThread& thread)
26 : mRenderThread(thread)
27 , mViewportWidth(0)
28 , mViewportHeight(0)
29 , mFramebuffer(0) {
30 mThreadId = pthread_self();
31 }
32
~RenderState()33 RenderState::~RenderState() {
34 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
35 "State object lifecycle not managed correctly");
36 }
37
onGLContextCreated()38 void 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
layerLostGlContext(Layer * layer)54 static void layerLostGlContext(Layer* layer) {
55 layer->onGlContextLost();
56 }
57
onGLContextDestroyed()58 void 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
setViewport(GLsizei width,GLsizei height)107 void RenderState::setViewport(GLsizei width, GLsizei height) {
108 mViewportWidth = width;
109 mViewportHeight = height;
110 glViewport(0, 0, mViewportWidth, mViewportHeight);
111 }
112
113
getViewport(GLsizei * outWidth,GLsizei * outHeight)114 void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
115 *outWidth = mViewportWidth;
116 *outHeight = mViewportHeight;
117 }
118
bindFramebuffer(GLuint fbo)119 void RenderState::bindFramebuffer(GLuint fbo) {
120 if (mFramebuffer != fbo) {
121 mFramebuffer = fbo;
122 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
123 }
124 }
125
invokeFunctor(Functor * functor,DrawGlInfo::Mode mode,DrawGlInfo * info)126 void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
127 if (mode == DrawGlInfo::kModeProcessNoContext) {
128 // If there's no context we don't need to interrupt as there's
129 // no gl state to save/restore
130 (*functor)(mode, info);
131 } else {
132 interruptForFunctorInvoke();
133 (*functor)(mode, info);
134 resumeFromFunctorInvoke();
135 }
136 }
137
interruptForFunctorInvoke()138 void RenderState::interruptForFunctorInvoke() {
139 mCaches->setProgram(nullptr);
140 mCaches->textureState().resetActiveTexture();
141 meshState().unbindMeshBuffer();
142 meshState().unbindIndicesBuffer();
143 meshState().resetVertexPointers();
144 meshState().disableTexCoordsVertexArray();
145 debugOverdraw(false, false);
146 }
147
resumeFromFunctorInvoke()148 void RenderState::resumeFromFunctorInvoke() {
149 glViewport(0, 0, mViewportWidth, mViewportHeight);
150 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
151 debugOverdraw(false, false);
152
153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154
155 scissor().invalidate();
156 blend().invalidate();
157
158 mCaches->textureState().activateTexture(0);
159 mCaches->textureState().resetBoundTextures();
160 }
161
debugOverdraw(bool enable,bool clear)162 void RenderState::debugOverdraw(bool enable, bool clear) {
163 if (Properties::debugOverdraw && mFramebuffer == 0) {
164 if (clear) {
165 scissor().setEnabled(false);
166 stencil().clear();
167 }
168 if (enable) {
169 stencil().enableDebugWrite();
170 } else {
171 stencil().disable();
172 }
173 }
174 }
175
requireGLContext()176 void RenderState::requireGLContext() {
177 assertOnGLThread();
178 LOG_ALWAYS_FATAL_IF(!mRenderThread.eglManager().hasEglContext(),
179 "No GL context!");
180 }
181
assertOnGLThread()182 void RenderState::assertOnGLThread() {
183 pthread_t curr = pthread_self();
184 LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
185 }
186
187 class DecStrongTask : public renderthread::RenderTask {
188 public:
DecStrongTask(VirtualLightRefBase * object)189 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
190
run()191 virtual void run() override {
192 mObject->decStrong(nullptr);
193 mObject = nullptr;
194 delete this;
195 }
196
197 private:
198 VirtualLightRefBase* mObject;
199 };
200
postDecStrong(VirtualLightRefBase * object)201 void RenderState::postDecStrong(VirtualLightRefBase* object) {
202 mRenderThread.queue(new DecStrongTask(object));
203 }
204
205 ///////////////////////////////////////////////////////////////////////////////
206 // Render
207 ///////////////////////////////////////////////////////////////////////////////
208
render(const Glop & glop)209 void RenderState::render(const Glop& glop) {
210 const Glop::Mesh& mesh = glop.mesh;
211 const Glop::Mesh::Vertices& vertices = mesh.vertices;
212 const Glop::Mesh::Indices& indices = mesh.indices;
213 const Glop::Fill& fill = glop.fill;
214
215 // ---------------------------------------------
216 // ---------- Program + uniform setup ----------
217 // ---------------------------------------------
218 mCaches->setProgram(fill.program);
219
220 if (fill.colorEnabled) {
221 fill.program->setColor(fill.color);
222 }
223
224 fill.program->set(glop.transform.ortho,
225 glop.transform.modelView,
226 glop.transform.meshTransform(),
227 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
228
229 // Color filter uniforms
230 if (fill.filterMode == ProgramDescription::kColorBlend) {
231 const FloatColor& color = fill.filter.color;
232 glUniform4f(mCaches->program().getUniform("colorBlend"),
233 color.r, color.g, color.b, color.a);
234 } else if (fill.filterMode == ProgramDescription::kColorMatrix) {
235 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
236 fill.filter.matrix.matrix);
237 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
238 fill.filter.matrix.vector);
239 }
240
241 // Round rect clipping uniforms
242 if (glop.roundRectClipState) {
243 // TODO: avoid query, and cache values (or RRCS ptr) in program
244 const RoundRectClipState* state = glop.roundRectClipState;
245 const Rect& innerRect = state->innerRect;
246 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
247 innerRect.left, innerRect.top,
248 innerRect.right, innerRect.bottom);
249 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
250 1, GL_FALSE, &state->matrix.data[0]);
251
252 // add half pixel to round out integer rect space to cover pixel centers
253 float roundedOutRadius = state->radius + 0.5f;
254 glUniform1f(fill.program->getUniform("roundRectRadius"),
255 roundedOutRadius);
256 }
257
258 // --------------------------------
259 // ---------- Mesh setup ----------
260 // --------------------------------
261 // vertices
262 const bool force = meshState().bindMeshBufferInternal(vertices.bufferObject)
263 || (vertices.position != nullptr);
264 meshState().bindPositionVertexPointer(force, vertices.position, vertices.stride);
265
266 // indices
267 meshState().bindIndicesBufferInternal(indices.bufferObject);
268
269 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
270 const Glop::Fill::TextureData& texture = fill.texture;
271 // texture always takes slot 0, shader samplers increment from there
272 mCaches->textureState().activateTexture(0);
273
274 if (texture.clamp != GL_INVALID_ENUM) {
275 texture.texture->setWrap(texture.clamp, true, false, texture.target);
276 }
277 if (texture.filter != GL_INVALID_ENUM) {
278 texture.texture->setFilter(texture.filter, true, false, texture.target);
279 }
280
281 mCaches->textureState().bindTexture(texture.target, texture.texture->id);
282 meshState().enableTexCoordsVertexArray();
283 meshState().bindTexCoordsVertexPointer(force, vertices.texCoord, vertices.stride);
284
285 if (texture.textureTransform) {
286 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
287 GL_FALSE, &texture.textureTransform->data[0]);
288 }
289 } else {
290 meshState().disableTexCoordsVertexArray();
291 }
292 int colorLocation = -1;
293 if (vertices.attribFlags & VertexAttribFlags::Color) {
294 colorLocation = fill.program->getAttrib("colors");
295 glEnableVertexAttribArray(colorLocation);
296 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
297 }
298 int alphaLocation = -1;
299 if (vertices.attribFlags & VertexAttribFlags::Alpha) {
300 // NOTE: alpha vertex position is computed assuming no VBO
301 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
302 alphaLocation = fill.program->getAttrib("vtxAlpha");
303 glEnableVertexAttribArray(alphaLocation);
304 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
305 }
306 // Shader uniforms
307 SkiaShader::apply(*mCaches, fill.skiaShaderData);
308
309 // ------------------------------------
310 // ---------- GL state setup ----------
311 // ------------------------------------
312 blend().setFactors(glop.blend.src, glop.blend.dst);
313
314 // ------------------------------------
315 // ---------- Actual drawing ----------
316 // ------------------------------------
317 if (indices.bufferObject == meshState().getQuadListIBO()) {
318 // Since the indexed quad list is of limited length, we loop over
319 // the glDrawXXX method while updating the vertex pointer
320 GLsizei elementsCount = mesh.elementCount;
321 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
322 while (elementsCount > 0) {
323 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
324
325 // rebind pointers without forcing, since initial bind handled above
326 meshState().bindPositionVertexPointer(false, vertexData, vertices.stride);
327 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
328 meshState().bindTexCoordsVertexPointer(false,
329 vertexData + kMeshTextureOffset, vertices.stride);
330 }
331
332 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
333 elementsCount -= drawCount;
334 vertexData += (drawCount / 6) * 4 * vertices.stride;
335 }
336 } else if (indices.bufferObject || indices.indices) {
337 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
338 } else {
339 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
340 }
341
342 // -----------------------------------
343 // ---------- Mesh teardown ----------
344 // -----------------------------------
345 if (vertices.attribFlags & VertexAttribFlags::Alpha) {
346 glDisableVertexAttribArray(alphaLocation);
347 }
348 if (vertices.attribFlags & VertexAttribFlags::Color) {
349 glDisableVertexAttribArray(colorLocation);
350 }
351 }
352
dump()353 void RenderState::dump() {
354 blend().dump();
355 meshState().dump();
356 scissor().dump();
357 stencil().dump();
358 }
359
360 } /* namespace uirenderer */
361 } /* namespace android */
362