1 /*
2 * Copyright (C) 2015 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/MeshState.h"
17
18 #include "Program.h"
19
20 namespace android {
21 namespace uirenderer {
22
MeshState()23 MeshState::MeshState()
24 : mCurrentIndicesBuffer(0)
25 , mCurrentPixelBuffer(0)
26 , mCurrentPositionPointer(this)
27 , mCurrentPositionStride(0)
28 , mCurrentTexCoordsPointer(this)
29 , mCurrentTexCoordsStride(0)
30 , mTexCoordsArrayEnabled(false)
31 , mQuadListIndices(0) {
32 glGenBuffers(1, &mUnitQuadBuffer);
33 glBindBuffer(GL_ARRAY_BUFFER, mUnitQuadBuffer);
34 glBufferData(GL_ARRAY_BUFFER, sizeof(kUnitQuadVertices), kUnitQuadVertices, GL_STATIC_DRAW);
35 mCurrentBuffer = mUnitQuadBuffer;
36
37 uint16_t regionIndices[kMaxNumberOfQuads * 6];
38 for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) {
39 uint16_t quad = i * 4;
40 int index = i * 6;
41 regionIndices[index ] = quad; // top-left
42 regionIndices[index + 1] = quad + 1; // top-right
43 regionIndices[index + 2] = quad + 2; // bottom-left
44 regionIndices[index + 3] = quad + 2; // bottom-left
45 regionIndices[index + 4] = quad + 1; // top-right
46 regionIndices[index + 5] = quad + 3; // bottom-right
47 }
48 glGenBuffers(1, &mQuadListIndices);
49 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mQuadListIndices);
50 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(regionIndices), regionIndices, GL_STATIC_DRAW);
51 mCurrentIndicesBuffer = mQuadListIndices;
52
53 // position attribute always enabled
54 glEnableVertexAttribArray(Program::kBindingPosition);
55 }
56
~MeshState()57 MeshState::~MeshState() {
58 glDeleteBuffers(1, &mUnitQuadBuffer);
59 mCurrentBuffer = 0;
60
61 glDeleteBuffers(1, &mQuadListIndices);
62 mQuadListIndices = 0;
63 }
64
dump()65 void MeshState::dump() {
66 ALOGD("MeshState VBOs: unitQuad %d, current %d", mUnitQuadBuffer, mCurrentBuffer);
67 ALOGD("MeshState IBOs: quadList %d, current %d", mQuadListIndices, mCurrentIndicesBuffer);
68 ALOGD("MeshState vertices: vertex data %p, stride %d",
69 mCurrentPositionPointer, mCurrentPositionStride);
70 ALOGD("MeshState texCoord: data %p, stride %d",
71 mCurrentTexCoordsPointer, mCurrentTexCoordsStride);
72 }
73
74 ///////////////////////////////////////////////////////////////////////////////
75 // Buffer Objects
76 ///////////////////////////////////////////////////////////////////////////////
77
bindMeshBuffer(GLuint buffer)78 void MeshState::bindMeshBuffer(GLuint buffer) {
79 if (mCurrentBuffer != buffer) {
80 glBindBuffer(GL_ARRAY_BUFFER, buffer);
81 mCurrentBuffer = buffer;
82
83 // buffer has changed, so invalidate cached vertex pos/texcoord pointers
84 resetVertexPointers();
85 }
86 }
87
unbindMeshBuffer()88 void MeshState::unbindMeshBuffer() {
89 return bindMeshBuffer(0);
90 }
91
genOrUpdateMeshBuffer(GLuint * buffer,GLsizeiptr size,const void * data,GLenum usage)92 void MeshState::genOrUpdateMeshBuffer(GLuint* buffer, GLsizeiptr size,
93 const void* data, GLenum usage) {
94 if (!*buffer) {
95 glGenBuffers(1, buffer);
96 }
97 bindMeshBuffer(*buffer);
98 glBufferData(GL_ARRAY_BUFFER, size, data, usage);
99 }
100
updateMeshBufferSubData(GLuint buffer,GLintptr offset,GLsizeiptr size,const void * data)101 void MeshState::updateMeshBufferSubData(GLuint buffer, GLintptr offset,
102 GLsizeiptr size, const void* data) {
103 bindMeshBuffer(buffer);
104 glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
105 }
106
deleteMeshBuffer(GLuint buffer)107 void MeshState::deleteMeshBuffer(GLuint buffer) {
108 if (buffer == mCurrentBuffer) {
109 // GL defines that deleting the currently bound VBO rebinds to 0 (no VBO).
110 // Reflect this in our cached value.
111 mCurrentBuffer = 0;
112 }
113 glDeleteBuffers(1, &buffer);
114 }
115
116 ///////////////////////////////////////////////////////////////////////////////
117 // Vertices
118 ///////////////////////////////////////////////////////////////////////////////
119
bindPositionVertexPointer(const GLvoid * vertices,GLsizei stride)120 void MeshState::bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride) {
121 // update pos coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
122 if (mCurrentBuffer == 0
123 || vertices != mCurrentPositionPointer
124 || stride != mCurrentPositionStride) {
125 glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
126 mCurrentPositionPointer = vertices;
127 mCurrentPositionStride = stride;
128 }
129 }
130
bindTexCoordsVertexPointer(const GLvoid * vertices,GLsizei stride)131 void MeshState::bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride) {
132 // update tex coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
133 if (mCurrentBuffer == 0
134 || vertices != mCurrentTexCoordsPointer
135 || stride != mCurrentTexCoordsStride) {
136 glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
137 mCurrentTexCoordsPointer = vertices;
138 mCurrentTexCoordsStride = stride;
139 }
140 }
141
resetVertexPointers()142 void MeshState::resetVertexPointers() {
143 mCurrentPositionPointer = this;
144 mCurrentTexCoordsPointer = this;
145 }
146
enableTexCoordsVertexArray()147 void MeshState::enableTexCoordsVertexArray() {
148 if (!mTexCoordsArrayEnabled) {
149 glEnableVertexAttribArray(Program::kBindingTexCoords);
150 mCurrentTexCoordsPointer = this;
151 mTexCoordsArrayEnabled = true;
152 }
153 }
154
disableTexCoordsVertexArray()155 void MeshState::disableTexCoordsVertexArray() {
156 if (mTexCoordsArrayEnabled) {
157 glDisableVertexAttribArray(Program::kBindingTexCoords);
158 mTexCoordsArrayEnabled = false;
159 }
160 }
161
162 ///////////////////////////////////////////////////////////////////////////////
163 // Indices
164 ///////////////////////////////////////////////////////////////////////////////
165
bindIndicesBuffer(const GLuint buffer)166 void MeshState::bindIndicesBuffer(const GLuint buffer) {
167 if (mCurrentIndicesBuffer != buffer) {
168 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
169 mCurrentIndicesBuffer = buffer;
170 }
171 }
172
unbindIndicesBuffer()173 void MeshState::unbindIndicesBuffer() {
174 if (mCurrentIndicesBuffer) {
175 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
176 mCurrentIndicesBuffer = 0;
177 }
178 }
179
180 } /* namespace uirenderer */
181 } /* namespace android */
182
183