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 "renderstate/RenderState.h" 17 #include <GpuMemoryTracker.h> 18 #include "DeferredLayerUpdater.h" 19 #include "GlLayer.h" 20 #include "VkLayer.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 33 RenderState::RenderState(renderthread::RenderThread& thread) 34 : mRenderThread(thread), mViewportWidth(0), mViewportHeight(0), mFramebuffer(0) { 35 mThreadId = pthread_self(); 36 } 37 38 RenderState::~RenderState() { 39 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 40 "State object lifecycle not managed correctly"); 41 } 42 43 void RenderState::onGLContextCreated() { 44 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 45 "State object lifecycle not managed correctly"); 46 GpuMemoryTracker::onGpuContextCreated(); 47 48 mBlend = new Blend(); 49 mMeshState = new MeshState(); 50 mScissor = new Scissor(); 51 mStencil = new Stencil(); 52 53 // Deferred because creation needs GL context for texture limits 54 if (!mLayerPool) { 55 mLayerPool = new OffscreenBufferPool(); 56 } 57 58 // This is delayed because the first access of Caches makes GL calls 59 if (!mCaches) { 60 mCaches = &Caches::createInstance(*this); 61 } 62 mCaches->init(); 63 } 64 65 static void layerLostGlContext(Layer* layer) { 66 LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL, 67 "layerLostGlContext on non GL layer"); 68 static_cast<GlLayer*>(layer)->onGlContextLost(); 69 } 70 71 void RenderState::onGLContextDestroyed() { 72 mLayerPool->clear(); 73 74 // TODO: reset all cached state in state objects 75 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); 76 77 mCaches->terminate(); 78 79 delete mBlend; 80 mBlend = nullptr; 81 delete mMeshState; 82 mMeshState = nullptr; 83 delete mScissor; 84 mScissor = nullptr; 85 delete mStencil; 86 mStencil = nullptr; 87 88 destroyLayersInUpdater(); 89 GpuMemoryTracker::onGpuContextDestroyed(); 90 } 91 92 void RenderState::onVkContextCreated() { 93 LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, 94 "State object lifecycle not managed correctly"); 95 GpuMemoryTracker::onGpuContextCreated(); 96 } 97 98 static void layerDestroyedVkContext(Layer* layer) { 99 LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan, 100 "layerLostVkContext on non Vulkan layer"); 101 static_cast<VkLayer*>(layer)->onVkContextDestroyed(); 102 } 103 104 void RenderState::onVkContextDestroyed() { 105 std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext); 106 destroyLayersInUpdater(); 107 GpuMemoryTracker::onGpuContextDestroyed(); 108 } 109 110 GrContext* RenderState::getGrContext() const { 111 return mRenderThread.getGrContext(); 112 } 113 114 void RenderState::flush(Caches::FlushMode mode) { 115 switch (mode) { 116 case Caches::FlushMode::Full: 117 // fall through 118 case Caches::FlushMode::Moderate: 119 // fall through 120 case Caches::FlushMode::Layers: 121 if (mLayerPool) mLayerPool->clear(); 122 break; 123 } 124 if (mCaches) mCaches->flush(mode); 125 } 126 127 void RenderState::onBitmapDestroyed(uint32_t pixelRefId) { 128 if (mCaches && mCaches->textureCache.destroyTexture(pixelRefId)) { 129 glFlush(); 130 GL_CHECKPOINT(MODERATE); 131 } 132 } 133 134 void RenderState::setViewport(GLsizei width, GLsizei height) { 135 mViewportWidth = width; 136 mViewportHeight = height; 137 glViewport(0, 0, mViewportWidth, mViewportHeight); 138 } 139 140 void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { 141 *outWidth = mViewportWidth; 142 *outHeight = mViewportHeight; 143 } 144 145 void RenderState::bindFramebuffer(GLuint fbo) { 146 if (mFramebuffer != fbo) { 147 mFramebuffer = fbo; 148 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 149 } 150 } 151 152 GLuint RenderState::createFramebuffer() { 153 GLuint ret; 154 glGenFramebuffers(1, &ret); 155 return ret; 156 } 157 158 void RenderState::deleteFramebuffer(GLuint fbo) { 159 if (mFramebuffer == fbo) { 160 // GL defines that deleting the currently bound FBO rebinds FBO 0. 161 // Reflect this in our cached value. 162 mFramebuffer = 0; 163 } 164 glDeleteFramebuffers(1, &fbo); 165 } 166 167 void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { 168 if (mode == DrawGlInfo::kModeProcessNoContext) { 169 // If there's no context we don't need to interrupt as there's 170 // no gl state to save/restore 171 (*functor)(mode, info); 172 } else { 173 interruptForFunctorInvoke(); 174 (*functor)(mode, info); 175 resumeFromFunctorInvoke(); 176 } 177 } 178 179 void RenderState::interruptForFunctorInvoke() { 180 mCaches->setProgram(nullptr); 181 mCaches->textureState().resetActiveTexture(); 182 meshState().unbindMeshBuffer(); 183 meshState().unbindIndicesBuffer(); 184 meshState().resetVertexPointers(); 185 meshState().disableTexCoordsVertexArray(); 186 debugOverdraw(false, false); 187 // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) 188 if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) { 189 glDisable(GL_FRAMEBUFFER_SRGB_EXT); 190 } 191 } 192 193 void RenderState::resumeFromFunctorInvoke() { 194 if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) { 195 glEnable(GL_FRAMEBUFFER_SRGB_EXT); 196 } 197 198 glViewport(0, 0, mViewportWidth, mViewportHeight); 199 glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); 200 debugOverdraw(false, false); 201 202 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 203 204 scissor().invalidate(); 205 blend().invalidate(); 206 207 mCaches->textureState().activateTexture(0); 208 mCaches->textureState().resetBoundTextures(); 209 } 210 211 void RenderState::debugOverdraw(bool enable, bool clear) { 212 if (Properties::debugOverdraw && mFramebuffer == 0) { 213 if (clear) { 214 scissor().setEnabled(false); 215 stencil().clear(); 216 } 217 if (enable) { 218 stencil().enableDebugWrite(); 219 } else { 220 stencil().disable(); 221 } 222 } 223 } 224 225 static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) { 226 layerUpdater->destroyLayer(); 227 } 228 229 void RenderState::destroyLayersInUpdater() { 230 std::for_each(mActiveLayerUpdaters.begin(), mActiveLayerUpdaters.end(), destroyLayerInUpdater); 231 } 232 233 void RenderState::postDecStrong(VirtualLightRefBase* object) { 234 if (pthread_equal(mThreadId, pthread_self())) { 235 object->decStrong(nullptr); 236 } else { 237 mRenderThread.queue().post([object]() { object->decStrong(nullptr); }); 238 } 239 } 240 241 /////////////////////////////////////////////////////////////////////////////// 242 // Render 243 /////////////////////////////////////////////////////////////////////////////// 244 245 void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix, 246 bool overrideDisableBlending) { 247 const Glop::Mesh& mesh = glop.mesh; 248 const Glop::Mesh::Vertices& vertices = mesh.vertices; 249 const Glop::Mesh::Indices& indices = mesh.indices; 250 const Glop::Fill& fill = glop.fill; 251 252 GL_CHECKPOINT(MODERATE); 253 254 // --------------------------------------------- 255 // ---------- Program + uniform setup ---------- 256 // --------------------------------------------- 257 mCaches->setProgram(fill.program); 258 259 if (fill.colorEnabled) { 260 fill.program->setColor(fill.color); 261 } 262 263 fill.program->set(orthoMatrix, glop.transform.modelView, glop.transform.meshTransform(), 264 glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); 265 266 // Color filter uniforms 267 if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { 268 const FloatColor& color = fill.filter.color; 269 glUniform4f(mCaches->program().getUniform("colorBlend"), color.r, color.g, color.b, 270 color.a); 271 } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { 272 glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, 273 fill.filter.matrix.matrix); 274 glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, 275 fill.filter.matrix.vector); 276 } 277 278 // Round rect clipping uniforms 279 if (glop.roundRectClipState) { 280 // TODO: avoid query, and cache values (or RRCS ptr) in program 281 const RoundRectClipState* state = glop.roundRectClipState; 282 const Rect& innerRect = state->innerRect; 283 284 // add half pixel to round out integer rect space to cover pixel centers 285 float roundedOutRadius = state->radius + 0.5f; 286 287 // Divide by the radius to simplify the calculations in the fragment shader 288 // roundRectPos is also passed from vertex shader relative to top/left & radius 289 glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"), 290 innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius, 291 (innerRect.right - innerRect.left) / roundedOutRadius, 292 (innerRect.bottom - innerRect.top) / roundedOutRadius); 293 294 glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 1, GL_FALSE, 295 &state->matrix.data[0]); 296 297 glUniform1f(fill.program->getUniform("roundRectRadius"), roundedOutRadius); 298 } 299 300 GL_CHECKPOINT(MODERATE); 301 302 // -------------------------------- 303 // ---------- Mesh setup ---------- 304 // -------------------------------- 305 // vertices 306 meshState().bindMeshBuffer(vertices.bufferObject); 307 meshState().bindPositionVertexPointer(vertices.position, vertices.stride); 308 309 // indices 310 meshState().bindIndicesBuffer(indices.bufferObject); 311 312 // texture 313 if (fill.texture.texture != nullptr) { 314 const Glop::Fill::TextureData& texture = fill.texture; 315 // texture always takes slot 0, shader samplers increment from there 316 mCaches->textureState().activateTexture(0); 317 318 mCaches->textureState().bindTexture(texture.texture->target(), texture.texture->id()); 319 if (texture.clamp != GL_INVALID_ENUM) { 320 texture.texture->setWrap(texture.clamp, false, false); 321 } 322 if (texture.filter != GL_INVALID_ENUM) { 323 texture.texture->setFilter(texture.filter, false, false); 324 } 325 326 if (texture.textureTransform) { 327 glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, GL_FALSE, 328 &texture.textureTransform->data[0]); 329 } 330 } 331 332 // vertex attributes (tex coord, color, alpha) 333 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 334 meshState().enableTexCoordsVertexArray(); 335 meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); 336 } else { 337 meshState().disableTexCoordsVertexArray(); 338 } 339 int colorLocation = -1; 340 if (vertices.attribFlags & VertexAttribFlags::Color) { 341 colorLocation = fill.program->getAttrib("colors"); 342 glEnableVertexAttribArray(colorLocation); 343 glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, 344 vertices.color); 345 } 346 int alphaLocation = -1; 347 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 348 // NOTE: alpha vertex position is computed assuming no VBO 349 const void* alphaCoords = ((const GLbyte*)vertices.position) + kVertexAlphaOffset; 350 alphaLocation = fill.program->getAttrib("vtxAlpha"); 351 glEnableVertexAttribArray(alphaLocation); 352 glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); 353 } 354 // Shader uniforms 355 SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight); 356 357 GL_CHECKPOINT(MODERATE); 358 Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) 359 ? fill.skiaShaderData.bitmapData.bitmapTexture 360 : nullptr; 361 const AutoTexture autoCleanup(texture); 362 363 // If we have a shader and a base texture, the base texture is assumed to be an alpha mask 364 // which means the color space conversion applies to the shader's bitmap 365 Texture* colorSpaceTexture = texture != nullptr ? texture : fill.texture.texture; 366 if (colorSpaceTexture != nullptr) { 367 if (colorSpaceTexture->hasColorSpaceConversion()) { 368 const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); 369 glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1, GL_FALSE, 370 connector->getTransform().asArray()); 371 } 372 373 TransferFunctionType transferFunction = colorSpaceTexture->getTransferFunctionType(); 374 if (transferFunction != TransferFunctionType::None) { 375 const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); 376 const ColorSpace& source = connector->getSource(); 377 378 switch (transferFunction) { 379 case TransferFunctionType::None: 380 break; 381 case TransferFunctionType::Full: 382 glUniform1fv(fill.program->getUniform("transferFunction"), 7, 383 reinterpret_cast<const float*>(&source.getTransferParameters().g)); 384 break; 385 case TransferFunctionType::Limited: 386 glUniform1fv(fill.program->getUniform("transferFunction"), 5, 387 reinterpret_cast<const float*>(&source.getTransferParameters().g)); 388 break; 389 case TransferFunctionType::Gamma: 390 glUniform1f(fill.program->getUniform("transferFunctionGamma"), 391 source.getTransferParameters().g); 392 break; 393 } 394 } 395 } 396 397 // ------------------------------------ 398 // ---------- GL state setup ---------- 399 // ------------------------------------ 400 if (CC_UNLIKELY(overrideDisableBlending)) { 401 blend().setFactors(GL_ZERO, GL_ZERO); 402 } else { 403 blend().setFactors(glop.blend.src, glop.blend.dst); 404 } 405 406 GL_CHECKPOINT(MODERATE); 407 408 // ------------------------------------ 409 // ---------- Actual drawing ---------- 410 // ------------------------------------ 411 if (indices.bufferObject == meshState().getQuadListIBO()) { 412 // Since the indexed quad list is of limited length, we loop over 413 // the glDrawXXX method while updating the vertex pointer 414 GLsizei elementsCount = mesh.elementCount; 415 const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); 416 while (elementsCount > 0) { 417 GLsizei drawCount = std::min(elementsCount, (GLsizei)kMaxNumberOfQuads * 6); 418 GLsizei vertexCount = (drawCount / 6) * 4; 419 meshState().bindPositionVertexPointer(vertexData, vertices.stride); 420 if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { 421 meshState().bindTexCoordsVertexPointer(vertexData + kMeshTextureOffset, 422 vertices.stride); 423 } 424 425 if (mCaches->extensions().getMajorGlVersion() >= 3) { 426 glDrawRangeElements(mesh.primitiveMode, 0, vertexCount - 1, drawCount, 427 GL_UNSIGNED_SHORT, nullptr); 428 } else { 429 glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); 430 } 431 elementsCount -= drawCount; 432 vertexData += vertexCount * vertices.stride; 433 } 434 } else if (indices.bufferObject || indices.indices) { 435 if (mCaches->extensions().getMajorGlVersion() >= 3) { 436 // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine 437 // the min/max index values) 438 glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount - 1, mesh.elementCount, 439 GL_UNSIGNED_SHORT, indices.indices); 440 } else { 441 glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, 442 indices.indices); 443 } 444 } else { 445 glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); 446 } 447 448 GL_CHECKPOINT(MODERATE); 449 450 // ----------------------------------- 451 // ---------- Mesh teardown ---------- 452 // ----------------------------------- 453 if (vertices.attribFlags & VertexAttribFlags::Alpha) { 454 glDisableVertexAttribArray(alphaLocation); 455 } 456 if (vertices.attribFlags & VertexAttribFlags::Color) { 457 glDisableVertexAttribArray(colorLocation); 458 } 459 460 GL_CHECKPOINT(MODERATE); 461 } 462 463 void RenderState::dump() { 464 blend().dump(); 465 meshState().dump(); 466 scissor().dump(); 467 stencil().dump(); 468 } 469 470 } /* namespace uirenderer */ 471 } /* namespace android */ 472