/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <GpuMemoryTracker.h>
#include "renderstate/RenderState.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/EglManager.h"
#include "utils/GLUtils.h"
#include <algorithm>
namespace android {
namespace uirenderer {
RenderState::RenderState(renderthread::RenderThread& thread)
: mRenderThread(thread)
, mViewportWidth(0)
, mViewportHeight(0)
, mFramebuffer(0) {
mThreadId = pthread_self();
}
RenderState::~RenderState() {
LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
"State object lifecycle not managed correctly");
}
void RenderState::onGLContextCreated() {
LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
"State object lifecycle not managed correctly");
GpuMemoryTracker::onGLContextCreated();
mBlend = new Blend();
mMeshState = new MeshState();
mScissor = new Scissor();
mStencil = new Stencil();
// This is delayed because the first access of Caches makes GL calls
if (!mCaches) {
mCaches = &Caches::createInstance(*this);
}
mCaches->init();
mCaches->textureCache.setAssetAtlas(&mAssetAtlas);
}
static void layerLostGlContext(Layer* layer) {
layer->onGlContextLost();
}
void RenderState::onGLContextDestroyed() {
/*
size_t size = mActiveLayers.size();
if (CC_UNLIKELY(size != 0)) {
ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d",
mRegisteredContexts.size(), size, mActiveLayers.empty());
mCaches->dumpMemoryUsage();
for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin();
cit != mRegisteredContexts.end(); cit++) {
renderthread::CanvasContext* context = *cit;
ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get());
ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size());
for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin();
pit != context->mPrefetechedLayers.end(); pit++) {
(*pit)->debugDumpLayers(" ");
}
context->mRootRenderNode->debugDumpLayers(" ");
}
if (mActiveLayers.begin() == mActiveLayers.end()) {
ALOGE("set has become empty. wat.");
}
for (std::set<const Layer*>::iterator lit = mActiveLayers.begin();
lit != mActiveLayers.end(); lit++) {
const Layer* layer = *(lit);
ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d",
layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered);
}
LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size);
}
*/
mLayerPool.clear();
// TODO: reset all cached state in state objects
std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext);
mAssetAtlas.terminate();
mCaches->terminate();
delete mBlend;
mBlend = nullptr;
delete mMeshState;
mMeshState = nullptr;
delete mScissor;
mScissor = nullptr;
delete mStencil;
mStencil = nullptr;
GpuMemoryTracker::onGLContextDestroyed();
}
void RenderState::flush(Caches::FlushMode mode) {
switch (mode) {
case Caches::FlushMode::Full:
// fall through
case Caches::FlushMode::Moderate:
// fall through
case Caches::FlushMode::Layers:
mLayerPool.clear();
break;
}
mCaches->flush(mode);
}
void RenderState::setViewport(GLsizei width, GLsizei height) {
mViewportWidth = width;
mViewportHeight = height;
glViewport(0, 0, mViewportWidth, mViewportHeight);
}
void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
*outWidth = mViewportWidth;
*outHeight = mViewportHeight;
}
void RenderState::bindFramebuffer(GLuint fbo) {
if (mFramebuffer != fbo) {
mFramebuffer = fbo;
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
}
}
GLuint RenderState::createFramebuffer() {
GLuint ret;
glGenFramebuffers(1, &ret);
return ret;
}
void RenderState::deleteFramebuffer(GLuint fbo) {
if (mFramebuffer == fbo) {
// GL defines that deleting the currently bound FBO rebinds FBO 0.
// Reflect this in our cached value.
mFramebuffer = 0;
}
glDeleteFramebuffers(1, &fbo);
}
void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
if (mode == DrawGlInfo::kModeProcessNoContext) {
// If there's no context we don't need to interrupt as there's
// no gl state to save/restore
(*functor)(mode, info);
} else {
interruptForFunctorInvoke();
(*functor)(mode, info);
resumeFromFunctorInvoke();
}
}
void RenderState::interruptForFunctorInvoke() {
mCaches->setProgram(nullptr);
mCaches->textureState().resetActiveTexture();
meshState().unbindMeshBuffer();
meshState().unbindIndicesBuffer();
meshState().resetVertexPointers();
meshState().disableTexCoordsVertexArray();
debugOverdraw(false, false);
}
void RenderState::resumeFromFunctorInvoke() {
glViewport(0, 0, mViewportWidth, mViewportHeight);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
debugOverdraw(false, false);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
scissor().invalidate();
blend().invalidate();
mCaches->textureState().activateTexture(0);
mCaches->textureState().resetBoundTextures();
}
void RenderState::debugOverdraw(bool enable, bool clear) {
if (Properties::debugOverdraw && mFramebuffer == 0) {
if (clear) {
scissor().setEnabled(false);
stencil().clear();
}
if (enable) {
stencil().enableDebugWrite();
} else {
stencil().disable();
}
}
}
class DecStrongTask : public renderthread::RenderTask {
public:
DecStrongTask(VirtualLightRefBase* object) : mObject(object) {}
virtual void run() override {
mObject->decStrong(nullptr);
mObject = nullptr;
delete this;
}
private:
VirtualLightRefBase* mObject;
};
void RenderState::postDecStrong(VirtualLightRefBase* object) {
if (pthread_equal(mThreadId, pthread_self())) {
object->decStrong(nullptr);
} else {
mRenderThread.queue(new DecStrongTask(object));
}
}
///////////////////////////////////////////////////////////////////////////////
// Render
///////////////////////////////////////////////////////////////////////////////
void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
const Glop::Mesh& mesh = glop.mesh;
const Glop::Mesh::Vertices& vertices = mesh.vertices;
const Glop::Mesh::Indices& indices = mesh.indices;
const Glop::Fill& fill = glop.fill;
GL_CHECKPOINT(MODERATE);
// ---------------------------------------------
// ---------- Program + uniform setup ----------
// ---------------------------------------------
mCaches->setProgram(fill.program);
if (fill.colorEnabled) {
fill.program->setColor(fill.color);
}
fill.program->set(orthoMatrix,
glop.transform.modelView,
glop.transform.meshTransform(),
glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
// Color filter uniforms
if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) {
const FloatColor& color = fill.filter.color;
glUniform4f(mCaches->program().getUniform("colorBlend"),
color.r, color.g, color.b, color.a);
} else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) {
glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
fill.filter.matrix.matrix);
glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
fill.filter.matrix.vector);
}
// Round rect clipping uniforms
if (glop.roundRectClipState) {
// TODO: avoid query, and cache values (or RRCS ptr) in program
const RoundRectClipState* state = glop.roundRectClipState;
const Rect& innerRect = state->innerRect;
glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
innerRect.left, innerRect.top,
innerRect.right, innerRect.bottom);
glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
1, GL_FALSE, &state->matrix.data[0]);
// add half pixel to round out integer rect space to cover pixel centers
float roundedOutRadius = state->radius + 0.5f;
glUniform1f(fill.program->getUniform("roundRectRadius"),
roundedOutRadius);
}
GL_CHECKPOINT(MODERATE);
// --------------------------------
// ---------- Mesh setup ----------
// --------------------------------
// vertices
meshState().bindMeshBuffer(vertices.bufferObject);
meshState().bindPositionVertexPointer(vertices.position, vertices.stride);
// indices
meshState().bindIndicesBuffer(indices.bufferObject);
// texture
if (fill.texture.texture != nullptr) {
const Glop::Fill::TextureData& texture = fill.texture;
// texture always takes slot 0, shader samplers increment from there
mCaches->textureState().activateTexture(0);
mCaches->textureState().bindTexture(texture.target, texture.texture->id());
if (texture.clamp != GL_INVALID_ENUM) {
texture.texture->setWrap(texture.clamp, false, false, texture.target);
}
if (texture.filter != GL_INVALID_ENUM) {
texture.texture->setFilter(texture.filter, false, false, texture.target);
}
if (texture.textureTransform) {
glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
GL_FALSE, &texture.textureTransform->data[0]);
}
}
// vertex attributes (tex coord, color, alpha)
if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
meshState().enableTexCoordsVertexArray();
meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
} else {
meshState().disableTexCoordsVertexArray();
}
int colorLocation = -1;
if (vertices.attribFlags & VertexAttribFlags::Color) {
colorLocation = fill.program->getAttrib("colors");
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
}
int alphaLocation = -1;
if (vertices.attribFlags & VertexAttribFlags::Alpha) {
// NOTE: alpha vertex position is computed assuming no VBO
const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
alphaLocation = fill.program->getAttrib("vtxAlpha");
glEnableVertexAttribArray(alphaLocation);
glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
}
// Shader uniforms
SkiaShader::apply(*mCaches, fill.skiaShaderData);
GL_CHECKPOINT(MODERATE);
Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ?
fill.skiaShaderData.bitmapData.bitmapTexture : nullptr;
const AutoTexture autoCleanup(texture);
// ------------------------------------
// ---------- GL state setup ----------
// ------------------------------------
blend().setFactors(glop.blend.src, glop.blend.dst);
GL_CHECKPOINT(MODERATE);
// ------------------------------------
// ---------- Actual drawing ----------
// ------------------------------------
if (indices.bufferObject == meshState().getQuadListIBO()) {
// Since the indexed quad list is of limited length, we loop over
// the glDrawXXX method while updating the vertex pointer
GLsizei elementsCount = mesh.elementCount;
const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
while (elementsCount > 0) {
GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
meshState().bindPositionVertexPointer(vertexData, vertices.stride);
if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
meshState().bindTexCoordsVertexPointer(
vertexData + kMeshTextureOffset, vertices.stride);
}
glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
elementsCount -= drawCount;
vertexData += (drawCount / 6) * 4 * vertices.stride;
}
} else if (indices.bufferObject || indices.indices) {
glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);
}
GL_CHECKPOINT(MODERATE);
// -----------------------------------
// ---------- Mesh teardown ----------
// -----------------------------------
if (vertices.attribFlags & VertexAttribFlags::Alpha) {
glDisableVertexAttribArray(alphaLocation);
}
if (vertices.attribFlags & VertexAttribFlags::Color) {
glDisableVertexAttribArray(colorLocation);
}
GL_CHECKPOINT(MODERATE);
}
void RenderState::dump() {
blend().dump();
meshState().dump();
scissor().dump();
stencil().dump();
}
} /* namespace uirenderer */
} /* namespace android */