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