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 <GpuMemoryTracker.h> 17 #include "renderstate/RenderState.h" 18 19 #include "renderthread/CanvasContext.h" 20 #include "renderthread/EglManager.h" 21 #include "utils/GLUtils.h" 22 #include <algorithm> 23 24 namespace android { 25 namespace uirenderer { 26 27 RenderState::RenderState(renderthread::RenderThread& thread) 28 : mRenderThread(thread) 29 , mViewportWidth(0) 30 , mViewportHeight(0) 31 , mFramebuffer(0) { 32 mThreadId = pthread_self(); 33 } 34 35 RenderState::~RenderState() { 36 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 37 "State object lifecycle not managed correctly"); 38 } 39 40 void RenderState::onGLContextCreated() { 41 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 42 "State object lifecycle not managed correctly"); 43 GpuMemoryTracker::onGLContextCreated(); 44 45 mBlend = new Blend(); 46 mMeshState = new MeshState(); 47 mScissor = new Scissor(); 48 mStencil = new Stencil(); 49 50 // This is delayed because the first access of Caches makes GL calls 51 if (!mCaches) { 52 mCaches = &Caches::createInstance(*this); 53 } 54 mCaches->init(); 55 mCaches->textureCache.setAssetAtlas(&mAssetAtlas); 56 } 57 58 static void layerLostGlContext(Layer* layer) { 59 layer->onGlContextLost(); 60 } 61 62 void RenderState::onGLContextDestroyed() { 63 /* 64 size_t size = mActiveLayers.size(); 65 if (CC_UNLIKELY(size != 0)) { 66 ALOGE("Crashing, have %d contexts and %d layers at context destruction. isempty %d", 67 mRegisteredContexts.size(), size, mActiveLayers.empty()); 68 mCaches->dumpMemoryUsage(); 69 for (std::set<renderthread::CanvasContext*>::iterator cit = mRegisteredContexts.begin(); 70 cit != mRegisteredContexts.end(); cit++) { 71 renderthread::CanvasContext* context = *cit; 72 ALOGE("Context: %p (root = %p)", context, context->mRootRenderNode.get()); 73 ALOGE(" Prefeteched layers: %zu", context->mPrefetechedLayers.size()); 74 for (std::set<RenderNode*>::iterator pit = context->mPrefetechedLayers.begin(); 75 pit != context->mPrefetechedLayers.end(); pit++) { 76 (*pit)->debugDumpLayers(" "); 77 } 78 context->mRootRenderNode->debugDumpLayers(" "); 79 } 80 81 82 if (mActiveLayers.begin() == mActiveLayers.end()) { 83 ALOGE("set has become empty. wat."); 84 } 85 for (std::set<const Layer*>::iterator lit = mActiveLayers.begin(); 86 lit != mActiveLayers.end(); lit++) { 87 const Layer* layer = *(lit); 88 ALOGE("Layer %p, state %d, texlayer %d, fbo %d, buildlayered %d", 89 layer, layer->state, layer->isTextureLayer(), layer->getFbo(), layer->wasBuildLayered); 90 } 91 LOG_ALWAYS_FATAL("%d layers have survived gl context destruction", size); 92 } 93 */ 94 95 mLayerPool.clear(); 96 97 // TODO: reset all cached state in state objects 98 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 99 mAssetAtlas.terminate(); 100 101 mCaches->terminate(); 102 103 delete mBlend; 104 mBlend = nullptr; 105 delete mMeshState; 106 mMeshState = nullptr; 107 delete mScissor; 108 mScissor = nullptr; 109 delete mStencil; 110 mStencil = nullptr; 111 112 GpuMemoryTracker::onGLContextDestroyed(); 113 } 114 115 void RenderState::flush(Caches::FlushMode mode) { 116 switch (mode) { 117 case Caches::FlushMode::Full: 118 // fall through 119 case Caches::FlushMode::Moderate: 120 // fall through 121 case Caches::FlushMode::Layers: 122 mLayerPool.clear(); 123 break; 124 } 125 mCaches->flush(mode); 126 } 127 128 void RenderState::setViewport(GLsizei width, GLsizei height) { 129 mViewportWidth = width; 130 mViewportHeight = height; 131 glViewport(0, 0, mViewportWidth, mViewportHeight); 132 } 133 134 135 void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 136 *outWidth = mViewportWidth; 137 *outHeight = mViewportHeight; 138 } 139 140 void RenderState::bindFramebuffer(GLuint fbo) { 141 if (mFramebuffer != fbo) { 142 mFramebuffer = fbo; 143 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 144 } 145 } 146 147 GLuint RenderState::createFramebuffer() { 148 GLuint ret; 149 glGenFramebuffers(1, &ret); 150 return ret; 151 } 152 153 void RenderState::deleteFramebuffer(GLuint fbo) { 154 if (mFramebuffer == fbo) { 155 // GL defines that deleting the currently bound FBO rebinds FBO 0. 156 // Reflect this in our cached value. 157 mFramebuffer = 0; 158 } 159 glDeleteFramebuffers(1, &fbo); 160 } 161 162 void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 163 if (mode == DrawGlInfo::kModeProcessNoContext) { 164 // If there's no context we don't need to interrupt as there's 165 // no gl state to save/restore 166 (*functor)(mode, info); 167 } else { 168 interruptForFunctorInvoke(); 169 (*functor)(mode, info); 170 resumeFromFunctorInvoke(); 171 } 172 } 173 174 void RenderState::interruptForFunctorInvoke() { 175 mCaches->setProgram(nullptr); 176 mCaches->textureState().resetActiveTexture(); 177 meshState().unbindMeshBuffer(); 178 meshState().unbindIndicesBuffer(); 179 meshState().resetVertexPointers(); 180 meshState().disableTexCoordsVertexArray(); 181 debugOverdraw(false, false); 182 } 183 184 void RenderState::resumeFromFunctorInvoke() { 185 glViewport(0, 0, mViewportWidth, mViewportHeight); 186 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 187 debugOverdraw(false, false); 188 189 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 190 191 scissor().invalidate(); 192 blend().invalidate(); 193 194 mCaches->textureState().activateTexture(0); 195 mCaches->textureState().resetBoundTextures(); 196 } 197 198 void RenderState::debugOverdraw(bool enable, bool clear) { 199 if (Properties::debugOverdraw && mFramebuffer == 0) { 200 if (clear) { 201 scissor().setEnabled(false); 202 stencil().clear(); 203 } 204 if (enable) { 205 stencil().enableDebugWrite(); 206 } else { 207 stencil().disable(); 208 } 209 } 210 } 211 212 class DecStrongTask : public renderthread::RenderTask { 213 public: 214 DecStrongTask(VirtualLightRefBase* object) : mObject(object) {} 215 216 virtual void run() override { 217 mObject->decStrong(nullptr); 218 mObject = nullptr; 219 delete this; 220 } 221 222 private: 223 VirtualLightRefBase* mObject; 224 }; 225 226 void RenderState::postDecStrong(VirtualLightRefBase* object) { 227 if (pthread_equal(mThreadId, pthread_self())) { 228 object->decStrong(nullptr); 229 } else { 230 mRenderThread.queue(new DecStrongTask(object)); 231 } 232 } 233 234 /////////////////////////////////////////////////////////////////////////////// 235 // Render 236 /////////////////////////////////////////////////////////////////////////////// 237 238 void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) { 239 const Glop::Mesh& mesh = glop.mesh; 240 const Glop::Mesh::Vertices& vertices = mesh.vertices; 241 const Glop::Mesh::Indices& indices = mesh.indices; 242 const Glop::Fill& fill = glop.fill; 243 244 GL_CHECKPOINT(MODERATE); 245 246 // --------------------------------------------- 247 // ---------- Program + uniform setup ---------- 248 // --------------------------------------------- 249 mCaches->setProgram(fill.program); 250 251 if (fill.colorEnabled) { 252 fill.program->setColor(fill.color); 253 } 254 255 fill.program->set(orthoMatrix, 256 glop.transform.modelView, 257 glop.transform.meshTransform(), 258 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 259 260 // Color filter uniforms 261 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 262 const FloatColor& color = fill.filter.color; 263 glUniform4f(mCaches->program().getUniform("colorBlend"), 264 color.r, color.g, color.b, color.a); 265 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 266 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 267 fill.filter.matrix.matrix); 268 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 269 fill.filter.matrix.vector); 270 } 271 272 // Round rect clipping uniforms 273 if (glop.roundRectClipState) { 274 // TODO: avoid query, and cache values (or RRCS ptr) in program 275 const RoundRectClipState* state = glop.roundRectClipState; 276 const Rect& innerRect = state->innerRect; 277 glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"), 278 innerRect.left, innerRect.top, 279 innerRect.right, innerRect.bottom); 280 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 281 1, GL_FALSE, &state->matrix.data[0]); 282 283 // add half pixel to round out integer rect space to cover pixel centers 284 float roundedOutRadius = state->radius + 0.5f; 285 glUniform1f(fill.program->getUniform("roundRectRadius"), 286 roundedOutRadius); 287 } 288 289 GL_CHECKPOINT(MODERATE); 290 291 // -------------------------------- 292 // ---------- Mesh setup ---------- 293 // -------------------------------- 294 // vertices 295 meshState().bindMeshBuffer(vertices.bufferObject); 296 meshState().bindPositionVertexPointer(vertices.position, vertices.stride); 297 298 // indices 299 meshState().bindIndicesBuffer(indices.bufferObject); 300 301 // texture 302 if (fill.texture.texture != nullptr) { 303 const Glop::Fill::TextureData& texture = fill.texture; 304 // texture always takes slot 0, shader samplers increment from there 305 mCaches->textureState().activateTexture(0); 306 307 mCaches->textureState().bindTexture(texture.target, texture.texture->id()); 308 if (texture.clamp != GL_INVALID_ENUM) { 309 texture.texture->setWrap(texture.clamp, false, false, texture.target); 310 } 311 if (texture.filter != GL_INVALID_ENUM) { 312 texture.texture->setFilter(texture.filter, false, false, texture.target); 313 } 314 315 if (texture.textureTransform) { 316 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, 317 GL_FALSE, &texture.textureTransform->data[0]); 318 } 319 } 320 321 // vertex attributes (tex coord, color, alpha) 322 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 323 meshState().enableTexCoordsVertexArray(); 324 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); 325 } else { 326 meshState().disableTexCoordsVertexArray(); 327 } 328 int colorLocation = -1; 329 if (vertices.attribFlags & VertexAttribFlags::Color) { 330 colorLocation = fill.program->getAttrib("colors"); 331 glEnableVertexAttribArray(colorLocation); 332 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color); 333 } 334 int alphaLocation = -1; 335 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 336 // NOTE: alpha vertex position is computed assuming no VBO 337 const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset; 338 alphaLocation = fill.program->getAttrib("vtxAlpha"); 339 glEnableVertexAttribArray(alphaLocation); 340 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 341 } 342 // Shader uniforms 343 SkiaShader::apply(*mCaches, fill.skiaShaderData); 344 345 GL_CHECKPOINT(MODERATE); 346 Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ? 347 fill.skiaShaderData.bitmapData.bitmapTexture : nullptr; 348 const AutoTexture autoCleanup(texture); 349 350 // ------------------------------------ 351 // ---------- GL state setup ---------- 352 // ------------------------------------ 353 blend().setFactors(glop.blend.src, glop.blend.dst); 354 355 GL_CHECKPOINT(MODERATE); 356 357 // ------------------------------------ 358 // ---------- Actual drawing ---------- 359 // ------------------------------------ 360 if (indices.bufferObject == meshState().getQuadListIBO()) { 361 // Since the indexed quad list is of limited length, we loop over 362 // the glDrawXXX method while updating the vertex pointer 363 GLsizei elementsCount = mesh.elementCount; 364 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 365 while (elementsCount > 0) { 366 GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 367 meshState().bindPositionVertexPointer(vertexData, vertices.stride); 368 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 369 meshState().bindTexCoordsVertexPointer( 370 vertexData + kMeshTextureOffset, vertices.stride); 371 } 372 373 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 374 elementsCount -= drawCount; 375 vertexData += (drawCount / 6) * 4 * vertices.stride; 376 } 377 } else if (indices.bufferObject || indices.indices) { 378 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices); 379 } else { 380 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 381 } 382 383 GL_CHECKPOINT(MODERATE); 384 385 // ----------------------------------- 386 // ---------- Mesh teardown ---------- 387 // ----------------------------------- 388 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 389 glDisableVertexAttribArray(alphaLocation); 390 } 391 if (vertices.attribFlags & VertexAttribFlags::Color) { 392 glDisableVertexAttribArray(colorLocation); 393 } 394 395 GL_CHECKPOINT(MODERATE); 396 } 397 398 void RenderState::dump() { 399 blend().dump(); 400 meshState().dump(); 401 scissor().dump(); 402 stencil().dump(); 403 } 404 405 } /* namespace uirenderer */ 406 } /* namespace android */ 407