android_frameworks_base/libs/hwui/OpenGLRenderer.cpp
Romain Guy 121e224256 Track the size in memory of the texture cache.
The texture cache was previously checking the number of stored textures. This was
not very useful as this could easily lead to an abuse of memory. The new cache
instead tracks the total size occupied in RAM by the cached textures. When a new
texture is generated, older textures are kicked out as needed.

Change-Id: Ib27142f4a018d5bf84774c1fb6f45a67a85f20bc
2010-07-01 18:26:52 -07:00

606 lines
20 KiB
C++

/*
* Copyright (C) 2010 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <SkCanvas.h>
#include <cutils/properties.h>
#include <utils/Log.h>
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// These properties are defined in mega-bytes
#define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size"
#define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size"
// Converts a number of mega-bytes into bytes
#define MB(s) s * 1024 * 1024
#define DEFAULT_TEXTURE_CACHE_SIZE MB(20)
#define DEFAULT_LAYER_CACHE_SIZE MB(10)
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
static const SimpleVertex gDrawColorVertices[] = {
SV(0.0f, 0.0f),
SV(1.0f, 0.0f),
SV(0.0f, 1.0f),
SV(1.0f, 1.0f)
};
static const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
static const GLsizei gDrawColorVertexCount = 4;
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
static const TextureVertex gDrawTextureVertices[] = {
FV(0.0f, 0.0f, 0.0f, 0.0f),
FV(1.0f, 0.0f, 1.0f, 0.0f),
FV(0.0f, 1.0f, 0.0f, 1.0f),
FV(1.0f, 1.0f, 1.0f, 1.0f)
};
static const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
static const GLsizei gDrawTextureVertexCount = 4;
// In this array, the index of each Blender equals the value of the first
// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
static const Blender gBlends[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer(): mTextureCache(DEFAULT_TEXTURE_CACHE_SIZE) {
LOGD("Create OpenGLRenderer");
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) {
mTextureCache.setMaxSize(MB(atoi(property)));
}
mDrawColorShader = new DrawColorProgram;
mDrawTextureShader = new DrawTextureProgram;
memcpy(mDrawTextureVertices, gDrawTextureVertices, sizeof(gDrawTextureVertices));
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
mTextureCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mat4 ortho;
ortho.loadOrtho(0, width, height, 0, -1, 1);
ortho.copyTo(mOrthoMatrix);
mWidth = width;
mHeight = height;
mFirstSnapshot.height = height;
}
void OpenGLRenderer::prepare() {
mSnapshot = &mFirstSnapshot;
mSaveCount = 0;
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, mWidth, mHeight);
mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot();
}
void OpenGLRenderer::restore() {
if (mSaveCount == 0) return;
if (restoreSnapshot()) {
setScissorFromClip();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount <= 0 || saveCount > mSaveCount) return;
bool restoreClip = false;
while (mSaveCount != saveCount - 1) {
restoreClip |= restoreSnapshot();
}
if (restoreClip) {
setScissorFromClip();
}
}
int OpenGLRenderer::saveSnapshot() {
mSnapshot = new Snapshot(mSnapshot);
return ++mSaveCount;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreOrtho) {
memcpy(mOrthoMatrix, current->orthoMatrix, sizeof(mOrthoMatrix));
}
if (restoreLayer) {
composeLayer(current, previous);
}
mSnapshot = previous;
mSaveCount--;
return restoreClip;
}
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
// Unbind current FBO and restore previous one
// Most of the time, previous->fbo will be 0 to bind the default buffer
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
// Restore the clip from the previous snapshot
const Rect& clip = previous->getMappedClip();
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
// Compute the correct texture coordinates for the FBO texture
// The texture is currently as big as the window but drawn with
// a quad of the appropriate size
const Rect& layer = current->layer;
drawTextureRect(layer.left, layer.top, layer.right, layer.bottom,
current->texture, current->alpha, current->mode, true, true);
// TODO Don't delete these things, but cache them
glDeleteFramebuffers(1, &current->fbo);
glDeleteTextures(1, &current->texture);
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
int count = saveSnapshot();
int alpha = 255;
SkXfermode::Mode mode;
if (p) {
alpha = p->getAlpha();
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = SkXfermode::kSrcOver_Mode;
}
createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
return count;
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
int count = saveSnapshot();
createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
return count;
}
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
// Generate the FBO and attach the texture
glGenFramebuffers(1, &snapshot->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo);
// Generate the texture in which the FBO will draw
glGenTextures(1, &snapshot->texture);
glBindTexture(GL_TEXTURE_2D, snapshot->texture);
// The FBO will not be scaled, so we can use lower quality filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
// TODO Use an FBO cache
const GLsizei width = right - left;
const GLsizei height = bottom - top;
const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Bind texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
snapshot->texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGD("Framebuffer incomplete (GL error code 0x%x)", status);
glDeleteFramebuffers(1, &snapshot->fbo);
glDeleteTextures(1, &snapshot->texture);
return false;
}
// Clear the FBO
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
snapshot->flags |= Snapshot::kFlagIsLayer;
snapshot->mode = mode;
snapshot->alpha = alpha / 255.0f;
snapshot->layer.set(left, top, right, bottom);
// Creates a new snapshot to draw into the FBO
saveSnapshot();
// TODO: This doesn't preserve other transformations (check Skia first)
mSnapshot->transform.loadTranslate(-left, -top, 0.0f);
mSnapshot->clipRect.set(left, top, right, bottom);
mSnapshot->height = bottom - top;
setScissorFromClip();
mSnapshot->flags = Snapshot::kFlagDirtyTransform | Snapshot::kFlagDirtyOrtho |
Snapshot::kFlagClipSet;
memcpy(mSnapshot->orthoMatrix, mOrthoMatrix, sizeof(mOrthoMatrix));
// Change the ortho projection
mat4 ortho;
ortho.loadOrtho(0.0f, right - left, bottom - top, 0.0f, 0.0f, 1.0f);
ortho.copyTo(mOrthoMatrix);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->getMappedClip();
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->clipRect;
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
/*
* The documentation of quickReject() indicates that the specified rect
* is transformed before being compared to the clip rect. However, the
* clip rect is not stored transformed in the snapshot and can thus be
* compared directly
*
* The following code can be used instead to performed a mapped comparison:
*
* mSnapshot->transform.mapRect(r);
* const Rect& clip = mSnapshot->getMappedClip();
* return !clip.intersects(r);
*/
Rect r(left, top, right, bottom);
return !mSnapshot->clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
if (clipped) {
mSnapshot->flags |= Snapshot::kFlagClipSet;
setScissorFromClip();
}
return clipped;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
const Texture* texture = mTextureCache.get(bitmap);
LOGD("Texture cache size %d", mTextureCache.getSize());
LOGD(" max size %d", mTextureCache.getMaxSize());
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
drawTextureRect(left, top, left + texture->width, top + texture->height, texture->id,
alpha / 255.0f, mode, texture->blend, true);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
const mat4 transform(*matrix);
transform.mapRect(r);
const Texture* texture = mTextureCache.get(bitmap);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
drawTextureRect(r.left, r.top, r.right, r.bottom, texture->id,
alpha / 255.0f, mode, texture->blend, true);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
const SkPaint* paint) {
const Texture* texture = mTextureCache.get(bitmap);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
const float width = texture->width;
const float height = texture->height;
const float u1 = srcLeft / width;
const float v1 = srcTop / height;
const float u2 = srcRight / width;
const float v2 = srcBottom / height;
resetDrawTextureTexCoords(u1, v1, u2, v2);
drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture->id,
alpha / 255.0f, mode, texture->blend, true);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
const Rect& clip = mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
SkXfermode::Mode mode;
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = p->getColor();
if (((color >> 24) & 0xFF) == 255) {
color |= p->getAlpha() << 24;
}
drawColorRect(left, top, right, bottom, color, mode);
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode) {
const int alpha = (color >> 24) & 0xFF;
const bool blend = alpha < 255 || mode != SkXfermode::kSrcOver_Mode;
const GLfloat a = alpha / 255.0f;
const GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = ((color ) & 0xFF) / 255.0f;
if (blend) {
glEnable(GL_BLEND);
glBlendFunc(gBlends[mode].src, gBlends[mode].dst);
}
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawColorShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
const GLvoid* p = &gDrawColorVertices[0].position[0];
glEnableVertexAttribArray(mDrawColorShader->position);
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
glDisableVertexAttribArray(mDrawColorShader->position);
if (blend) {
glDisable(GL_BLEND);
}
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, bool isPremultiplied) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
if (blend || alpha < 1.0f || mode != SkXfermode::kSrcOver_Mode) {
GLenum sourceMode = gBlends[mode].src;
if (!isPremultiplied && sourceMode == GL_ONE) {
sourceMode = GL_SRC_ALPHA;
}
glEnable(GL_BLEND);
glBlendFunc(sourceMode, gBlends[mode].dst);
}
glBindTexture(GL_TEXTURE_2D, texture);
// TODO handle tiling and filtering here
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
const GLvoid* p = &mDrawTextureVertices[0].position[0];
const GLvoid* t = &mDrawTextureVertices[0].texture[0];
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, p);
glEnableVertexAttribArray(mDrawTextureShader->texCoords);
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, t);
glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
glDisableVertexAttribArray(mDrawTextureShader->position);
glDisableVertexAttribArray(mDrawTextureShader->texCoords);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
mDrawTextureVertices[0].texture[0] = u1;
mDrawTextureVertices[0].texture[1] = v1;
mDrawTextureVertices[1].texture[0] = u2;
mDrawTextureVertices[1].texture[1] = v1;
mDrawTextureVertices[2].texture[0] = u1;
mDrawTextureVertices[2].texture[1] = v2;
mDrawTextureVertices[3].texture[0] = u2;
mDrawTextureVertices[3].texture[1] = v2;
}
void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
if (!isMode) {
// Assume SRC_OVER
*mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
}; // namespace uirenderer
}; // namespace android