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 "DeferredLayerUpdater.h"
17 #include "GlLayer.h"
18 #include "VkLayer.h"
19 #include <GpuMemoryTracker.h>
20 #include "renderstate/RenderState.h"
21 
22 #include "renderthread/CanvasContext.h"
23 #include "renderthread/EglManager.h"
24 #include "utils/GLUtils.h"
25 
26 #include <algorithm>
27 
28 #include <ui/ColorSpace.h>
29 
30 namespace android {
31 namespace uirenderer {
32 
RenderState(renderthread::RenderThread & thread)33 RenderState::RenderState(renderthread::RenderThread& thread)
34         : mRenderThread(thread)
35         , mViewportWidth(0)
36         , mViewportHeight(0)
37         , mFramebuffer(0) {
38     mThreadId = pthread_self();
39 }
40 
~RenderState()41 RenderState::~RenderState() {
42     LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
43             "State object lifecycle not managed correctly");
44 }
45 
onGLContextCreated()46 void RenderState::onGLContextCreated() {
47     LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
48             "State object lifecycle not managed correctly");
49     GpuMemoryTracker::onGpuContextCreated();
50 
51     mBlend = new Blend();
52     mMeshState = new MeshState();
53     mScissor = new Scissor();
54     mStencil = new Stencil();
55 
56     // This is delayed because the first access of Caches makes GL calls
57     if (!mCaches) {
58         mCaches = &Caches::createInstance(*this);
59     }
60     mCaches->init();
61 }
62 
layerLostGlContext(Layer * layer)63 static void layerLostGlContext(Layer* layer) {
64     LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL,
65             "layerLostGlContext on non GL layer");
66     static_cast<GlLayer*>(layer)->onGlContextLost();
67 }
68 
onGLContextDestroyed()69 void RenderState::onGLContextDestroyed() {
70     mLayerPool.clear();
71 
72     // TODO: reset all cached state in state objects
73     std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
74 
75     mCaches->terminate();
76 
77     delete mBlend;
78     mBlend = nullptr;
79     delete mMeshState;
80     mMeshState = nullptr;
81     delete mScissor;
82     mScissor = nullptr;
83     delete mStencil;
84     mStencil = nullptr;
85 
86     destroyLayersInUpdater();
87     GpuMemoryTracker::onGpuContextDestroyed();
88 }
89 
onVkContextCreated()90 void RenderState::onVkContextCreated() {
91     LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
92             "State object lifecycle not managed correctly");
93     GpuMemoryTracker::onGpuContextCreated();
94 }
95 
layerDestroyedVkContext(Layer * layer)96 static void layerDestroyedVkContext(Layer* layer) {
97     LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan,
98                         "layerLostVkContext on non Vulkan layer");
99     static_cast<VkLayer*>(layer)->onVkContextDestroyed();
100 }
101 
onVkContextDestroyed()102 void RenderState::onVkContextDestroyed() {
103     mLayerPool.clear();
104     std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext);
105     GpuMemoryTracker::onGpuContextDestroyed();
106 }
107 
getGrContext() const108 GrContext* RenderState::getGrContext() const {
109     return mRenderThread.getGrContext();
110 }
111 
flush(Caches::FlushMode mode)112 void RenderState::flush(Caches::FlushMode mode) {
113     switch (mode) {
114         case Caches::FlushMode::Full:
115             // fall through
116         case Caches::FlushMode::Moderate:
117             // fall through
118         case Caches::FlushMode::Layers:
119             mLayerPool.clear();
120             break;
121     }
122     mCaches->flush(mode);
123 }
124 
onBitmapDestroyed(uint32_t pixelRefId)125 void RenderState::onBitmapDestroyed(uint32_t pixelRefId) {
126     if (mCaches && mCaches->textureCache.destroyTexture(pixelRefId)) {
127         glFlush();
128         GL_CHECKPOINT(MODERATE);
129     }
130 }
131 
setViewport(GLsizei width,GLsizei height)132 void RenderState::setViewport(GLsizei width, GLsizei height) {
133     mViewportWidth = width;
134     mViewportHeight = height;
135     glViewport(0, 0, mViewportWidth, mViewportHeight);
136 }
137 
138 
getViewport(GLsizei * outWidth,GLsizei * outHeight)139 void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
140     *outWidth = mViewportWidth;
141     *outHeight = mViewportHeight;
142 }
143 
bindFramebuffer(GLuint fbo)144 void RenderState::bindFramebuffer(GLuint fbo) {
145     if (mFramebuffer != fbo) {
146         mFramebuffer = fbo;
147         glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
148     }
149 }
150 
createFramebuffer()151 GLuint RenderState::createFramebuffer() {
152     GLuint ret;
153     glGenFramebuffers(1, &ret);
154     return ret;
155 }
156 
deleteFramebuffer(GLuint fbo)157 void RenderState::deleteFramebuffer(GLuint fbo) {
158     if (mFramebuffer == fbo) {
159         // GL defines that deleting the currently bound FBO rebinds FBO 0.
160         // Reflect this in our cached value.
161         mFramebuffer = 0;
162     }
163     glDeleteFramebuffers(1, &fbo);
164 }
165 
invokeFunctor(Functor * functor,DrawGlInfo::Mode mode,DrawGlInfo * info)166 void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
167     if (mode == DrawGlInfo::kModeProcessNoContext) {
168         // If there's no context we don't need to interrupt as there's
169         // no gl state to save/restore
170         (*functor)(mode, info);
171     } else {
172         interruptForFunctorInvoke();
173         (*functor)(mode, info);
174         resumeFromFunctorInvoke();
175     }
176 }
177 
interruptForFunctorInvoke()178 void RenderState::interruptForFunctorInvoke() {
179     mCaches->setProgram(nullptr);
180     mCaches->textureState().resetActiveTexture();
181     meshState().unbindMeshBuffer();
182     meshState().unbindIndicesBuffer();
183     meshState().resetVertexPointers();
184     meshState().disableTexCoordsVertexArray();
185     debugOverdraw(false, false);
186     // TODO: We need a way to know whether the functor is sRGB aware (b/32072673)
187     if (mCaches->extensions().hasLinearBlending() &&
188             mCaches->extensions().hasSRGBWriteControl()) {
189         glDisable(GL_FRAMEBUFFER_SRGB_EXT);
190     }
191 }
192 
resumeFromFunctorInvoke()193 void RenderState::resumeFromFunctorInvoke() {
194     if (mCaches->extensions().hasLinearBlending() &&
195             mCaches->extensions().hasSRGBWriteControl()) {
196         glEnable(GL_FRAMEBUFFER_SRGB_EXT);
197     }
198 
199     glViewport(0, 0, mViewportWidth, mViewportHeight);
200     glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
201     debugOverdraw(false, false);
202 
203     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
204 
205     scissor().invalidate();
206     blend().invalidate();
207 
208     mCaches->textureState().activateTexture(0);
209     mCaches->textureState().resetBoundTextures();
210 }
211 
debugOverdraw(bool enable,bool clear)212 void RenderState::debugOverdraw(bool enable, bool clear) {
213     if (Properties::debugOverdraw && mFramebuffer == 0) {
214         if (clear) {
215             scissor().setEnabled(false);
216             stencil().clear();
217         }
218         if (enable) {
219             stencil().enableDebugWrite();
220         } else {
221             stencil().disable();
222         }
223     }
224 }
225 
destroyLayerInUpdater(DeferredLayerUpdater * layerUpdater)226 static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) {
227     layerUpdater->destroyLayer();
228 }
229 
destroyLayersInUpdater()230 void RenderState::destroyLayersInUpdater() {
231     std::for_each(mActiveLayerUpdaters.begin(), mActiveLayerUpdaters.end(), destroyLayerInUpdater);
232 }
233 
234 class DecStrongTask : public renderthread::RenderTask {
235 public:
DecStrongTask(VirtualLightRefBase * object)236     explicit DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
237 
run()238     virtual void run() override {
239         mObject->decStrong(nullptr);
240         mObject = nullptr;
241         delete this;
242     }
243 
244 private:
245     VirtualLightRefBase* mObject;
246 };
247 
postDecStrong(VirtualLightRefBase * object)248 void RenderState::postDecStrong(VirtualLightRefBase* object) {
249     if (pthread_equal(mThreadId, pthread_self())) {
250         object->decStrong(nullptr);
251     } else {
252         mRenderThread.queue(new DecStrongTask(object));
253     }
254 }
255 
256 ///////////////////////////////////////////////////////////////////////////////
257 // Render
258 ///////////////////////////////////////////////////////////////////////////////
259 
render(const Glop & glop,const Matrix4 & orthoMatrix)260 void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
261     const Glop::Mesh& mesh = glop.mesh;
262     const Glop::Mesh::Vertices& vertices = mesh.vertices;
263     const Glop::Mesh::Indices& indices = mesh.indices;
264     const Glop::Fill& fill = glop.fill;
265 
266     GL_CHECKPOINT(MODERATE);
267 
268     // ---------------------------------------------
269     // ---------- Program + uniform setup ----------
270     // ---------------------------------------------
271     mCaches->setProgram(fill.program);
272 
273     if (fill.colorEnabled) {
274         fill.program->setColor(fill.color);
275     }
276 
277     fill.program->set(orthoMatrix,
278             glop.transform.modelView,
279             glop.transform.meshTransform(),
280             glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
281 
282     // Color filter uniforms
283     if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) {
284         const FloatColor& color = fill.filter.color;
285         glUniform4f(mCaches->program().getUniform("colorBlend"),
286                 color.r, color.g, color.b, color.a);
287     } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) {
288         glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
289                 fill.filter.matrix.matrix);
290         glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
291                 fill.filter.matrix.vector);
292     }
293 
294     // Round rect clipping uniforms
295     if (glop.roundRectClipState) {
296         // TODO: avoid query, and cache values (or RRCS ptr) in program
297         const RoundRectClipState* state = glop.roundRectClipState;
298         const Rect& innerRect = state->innerRect;
299         glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
300                 innerRect.left, innerRect.top,
301                 innerRect.right, innerRect.bottom);
302         glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
303                 1, GL_FALSE, &state->matrix.data[0]);
304 
305         // add half pixel to round out integer rect space to cover pixel centers
306         float roundedOutRadius = state->radius + 0.5f;
307         glUniform1f(fill.program->getUniform("roundRectRadius"),
308                 roundedOutRadius);
309     }
310 
311     GL_CHECKPOINT(MODERATE);
312 
313     // --------------------------------
314     // ---------- Mesh setup ----------
315     // --------------------------------
316     // vertices
317     meshState().bindMeshBuffer(vertices.bufferObject);
318     meshState().bindPositionVertexPointer(vertices.position, vertices.stride);
319 
320     // indices
321     meshState().bindIndicesBuffer(indices.bufferObject);
322 
323     // texture
324     if (fill.texture.texture != nullptr) {
325         const Glop::Fill::TextureData& texture = fill.texture;
326         // texture always takes slot 0, shader samplers increment from there
327         mCaches->textureState().activateTexture(0);
328 
329         mCaches->textureState().bindTexture(texture.texture->target(), texture.texture->id());
330         if (texture.clamp != GL_INVALID_ENUM) {
331             texture.texture->setWrap(texture.clamp, false, false);
332         }
333         if (texture.filter != GL_INVALID_ENUM) {
334             texture.texture->setFilter(texture.filter, false, false);
335         }
336 
337         if (texture.textureTransform) {
338             glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
339                     GL_FALSE, &texture.textureTransform->data[0]);
340         }
341     }
342 
343     // vertex attributes (tex coord, color, alpha)
344     if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
345         meshState().enableTexCoordsVertexArray();
346         meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
347     } else {
348         meshState().disableTexCoordsVertexArray();
349     }
350     int colorLocation = -1;
351     if (vertices.attribFlags & VertexAttribFlags::Color) {
352         colorLocation = fill.program->getAttrib("colors");
353         glEnableVertexAttribArray(colorLocation);
354         glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
355     }
356     int alphaLocation = -1;
357     if (vertices.attribFlags & VertexAttribFlags::Alpha) {
358         // NOTE: alpha vertex position is computed assuming no VBO
359         const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
360         alphaLocation = fill.program->getAttrib("vtxAlpha");
361         glEnableVertexAttribArray(alphaLocation);
362         glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
363     }
364     // Shader uniforms
365     SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight);
366 
367     GL_CHECKPOINT(MODERATE);
368     Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ?
369             fill.skiaShaderData.bitmapData.bitmapTexture : nullptr;
370     const AutoTexture autoCleanup(texture);
371 
372     // If we have a shader and a base texture, the base texture is assumed to be an alpha mask
373     // which means the color space conversion applies to the shader's bitmap
374     Texture* colorSpaceTexture = texture != nullptr ? texture : fill.texture.texture;
375     if (colorSpaceTexture != nullptr) {
376         if (colorSpaceTexture->hasColorSpaceConversion()) {
377             const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector();
378             glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1,
379                     GL_FALSE, connector->getTransform().asArray());
380         }
381 
382         TransferFunctionType transferFunction = colorSpaceTexture->getTransferFunctionType();
383         if (transferFunction != TransferFunctionType::None) {
384             const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector();
385             const ColorSpace& source = connector->getSource();
386 
387             switch (transferFunction) {
388                 case TransferFunctionType::None:
389                     break;
390                 case TransferFunctionType::Full:
391                     glUniform1fv(fill.program->getUniform("transferFunction"), 7,
392                             reinterpret_cast<const float*>(&source.getTransferParameters().g));
393                     break;
394                 case TransferFunctionType::Limited:
395                     glUniform1fv(fill.program->getUniform("transferFunction"), 5,
396                             reinterpret_cast<const float*>(&source.getTransferParameters().g));
397                     break;
398                 case TransferFunctionType::Gamma:
399                     glUniform1f(fill.program->getUniform("transferFunctionGamma"),
400                             source.getTransferParameters().g);
401                     break;
402             }
403         }
404     }
405 
406     // ------------------------------------
407     // ---------- GL state setup ----------
408     // ------------------------------------
409     blend().setFactors(glop.blend.src, glop.blend.dst);
410 
411     GL_CHECKPOINT(MODERATE);
412 
413     // ------------------------------------
414     // ---------- Actual drawing ----------
415     // ------------------------------------
416     if (indices.bufferObject == meshState().getQuadListIBO()) {
417         // Since the indexed quad list is of limited length, we loop over
418         // the glDrawXXX method while updating the vertex pointer
419         GLsizei elementsCount = mesh.elementCount;
420         const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
421         while (elementsCount > 0) {
422             GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
423             meshState().bindPositionVertexPointer(vertexData, vertices.stride);
424             if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
425                 meshState().bindTexCoordsVertexPointer(
426                         vertexData + kMeshTextureOffset, vertices.stride);
427             }
428 
429             glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
430             elementsCount -= drawCount;
431             vertexData += (drawCount / 6) * 4 * vertices.stride;
432         }
433     } else if (indices.bufferObject || indices.indices) {
434         glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
435     } else {
436         glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
437     }
438 
439     GL_CHECKPOINT(MODERATE);
440 
441     // -----------------------------------
442     // ---------- Mesh teardown ----------
443     // -----------------------------------
444     if (vertices.attribFlags & VertexAttribFlags::Alpha) {
445         glDisableVertexAttribArray(alphaLocation);
446     }
447     if (vertices.attribFlags & VertexAttribFlags::Color) {
448         glDisableVertexAttribArray(colorLocation);
449     }
450 
451     GL_CHECKPOINT(MODERATE);
452 }
453 
dump()454 void RenderState::dump() {
455     blend().dump();
456     meshState().dump();
457     scissor().dump();
458     stencil().dump();
459 }
460 
461 } /* namespace uirenderer */
462 } /* namespace android */
463