android_frameworks_base/libs/hwui/LayerRenderer.cpp
Chris Craik d41c4d8c73 Add overrides and switch to nullptr keyword for all files
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.

Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
2015-01-05 16:49:13 -08:00

488 lines
16 KiB
C++

/*
* Copyright (C) 2011 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"
#define ATRACE_TAG ATRACE_TAG_VIEW
#include <ui/Rect.h>
#include <private/hwui/DrawGlInfo.h>
#include "RenderState.h"
#include "LayerCache.h"
#include "LayerRenderer.h"
#include "Matrix.h"
#include "Properties.h"
#include "Rect.h"
#include "utils/TraceUtils.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Rendering
///////////////////////////////////////////////////////////////////////////////
LayerRenderer::LayerRenderer(RenderState& renderState, Layer* layer)
: OpenGLRenderer(renderState)
, mLayer(layer) {
}
LayerRenderer::~LayerRenderer() {
}
void LayerRenderer::prepareDirty(float left, float top, float right, float bottom,
bool opaque) {
LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo());
renderState().bindFramebuffer(mLayer->getFbo());
const float width = mLayer->layer.getWidth();
const float height = mLayer->layer.getHeight();
Rect dirty(left, top, right, bottom);
if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
dirty.right >= width && dirty.bottom >= height)) {
mLayer->region.clear();
dirty.set(0.0f, 0.0f, width, height);
} else {
dirty.intersect(0.0f, 0.0f, width, height);
android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
mLayer->region.subtractSelf(r);
}
mLayer->clipRect.set(dirty);
OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
}
void LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
if (mLayer->isDirty()) {
getCaches().disableScissor();
glClear(GL_COLOR_BUFFER_BIT);
getCaches().resetScissor();
mLayer->setDirty(false);
} else {
OpenGLRenderer::clear(left, top, right, bottom, opaque);
}
}
bool LayerRenderer::finish() {
bool retval = OpenGLRenderer::finish();
generateMesh();
LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo());
// No need to unbind our FBO, this will be taken care of by the caller
// who will invoke OpenGLRenderer::resume()
return retval;
}
GLuint LayerRenderer::onGetTargetFbo() const {
return mLayer->getFbo();
}
bool LayerRenderer::suppressErrorChecks() const {
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Layer support
///////////////////////////////////////////////////////////////////////////////
bool LayerRenderer::hasLayer() const {
return true;
}
void LayerRenderer::ensureStencilBuffer() {
attachStencilBufferToLayer(mLayer);
}
///////////////////////////////////////////////////////////////////////////////
// Dirty region tracking
///////////////////////////////////////////////////////////////////////////////
Region* LayerRenderer::getRegion() const {
if (mState.currentFlags() & Snapshot::kFlagFboTarget) {
return OpenGLRenderer::getRegion();
}
return &mLayer->region;
}
// TODO: This implementation uses a very simple approach to fixing T-junctions which keeps the
// results as rectangles, and is thus not necessarily efficient in the geometry
// produced. Eventually, it may be better to develop triangle-based mechanism.
void LayerRenderer::generateMesh() {
if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
if (mLayer->mesh) {
delete[] mLayer->mesh;
mLayer->mesh = nullptr;
mLayer->meshElementCount = 0;
}
mLayer->setRegionAsRect();
return;
}
// avoid T-junctions as they cause artifacts in between the resultant
// geometry when complex transforms occur.
// TODO: generate the safeRegion only if necessary based on drawing transform (see
// OpenGLRenderer::composeLayerRegion())
Region safeRegion = Region::createTJunctionFreeRegion(mLayer->region);
size_t count;
const android::Rect* rects = safeRegion.getArray(&count);
GLsizei elementCount = count * 6;
if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
delete[] mLayer->mesh;
mLayer->mesh = nullptr;
}
if (!mLayer->mesh) {
mLayer->mesh = new TextureVertex[count * 4];
}
mLayer->meshElementCount = elementCount;
const float texX = 1.0f / float(mLayer->getWidth());
const float texY = 1.0f / float(mLayer->getHeight());
const float height = mLayer->layer.getHeight();
TextureVertex* mesh = mLayer->mesh;
for (size_t i = 0; i < count; i++) {
const android::Rect* r = &rects[i];
const float u1 = r->left * texX;
const float v1 = (height - r->top) * texY;
const float u2 = r->right * texX;
const float v2 = (height - r->bottom) * texY;
TextureVertex::set(mesh++, r->left, r->top, u1, v1);
TextureVertex::set(mesh++, r->right, r->top, u2, v1);
TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
}
}
///////////////////////////////////////////////////////////////////////////////
// Layers management
///////////////////////////////////////////////////////////////////////////////
Layer* LayerRenderer::createRenderLayer(RenderState& renderState, uint32_t width, uint32_t height) {
ATRACE_FORMAT("Allocate %ux%u HW Layer", width, height);
LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
Caches& caches = Caches::getInstance();
GLuint fbo = caches.fboCache.get();
if (!fbo) {
ALOGW("Could not obtain an FBO");
return nullptr;
}
caches.activeTexture(0);
Layer* layer = caches.layerCache.get(renderState, width, height);
if (!layer) {
ALOGW("Could not obtain a layer");
return nullptr;
}
// We first obtain a layer before comparing against the max texture size
// because layers are not allocated at the exact desired size. They are
// always created slighly larger to improve recycling
const uint32_t maxTextureSize = caches.maxTextureSize;
if (layer->getWidth() > maxTextureSize || layer->getHeight() > maxTextureSize) {
ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)",
width, height, maxTextureSize, maxTextureSize);
// Creating a new layer always increment its refcount by 1, this allows
// us to destroy the layer object if one was created for us
layer->decStrong(nullptr);
return nullptr;
}
layer->setFbo(fbo);
layer->layer.set(0.0f, 0.0f, width, height);
layer->texCoords.set(0.0f, height / float(layer->getHeight()),
width / float(layer->getWidth()), 0.0f);
layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
layer->setColorFilter(nullptr);
layer->setDirty(true);
layer->region.clear();
GLuint previousFbo = renderState.getFramebuffer();
renderState.bindFramebuffer(layer->getFbo());
layer->bindTexture();
// Initialize the texture if needed
if (layer->isEmpty()) {
layer->setEmpty(false);
layer->allocateTexture();
// This should only happen if we run out of memory
if (glGetError() != GL_NO_ERROR) {
ALOGE("Could not allocate texture for layer (fbo=%d %dx%d)", fbo, width, height);
renderState.bindFramebuffer(previousFbo);
layer->decStrong(nullptr);
return nullptr;
}
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->getTexture(), 0);
renderState.bindFramebuffer(previousFbo);
return layer;
}
bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
if (layer) {
LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height);
if (layer->resize(width, height)) {
layer->layer.set(0.0f, 0.0f, width, height);
layer->texCoords.set(0.0f, height / float(layer->getHeight()),
width / float(layer->getWidth()), 0.0f);
} else {
return false;
}
}
return true;
}
Layer* LayerRenderer::createTextureLayer(RenderState& renderState) {
LAYER_RENDERER_LOGD("Creating new texture layer");
Layer* layer = new Layer(Layer::kType_Texture, renderState, 0, 0);
layer->setCacheable(false);
layer->setEmpty(true);
layer->setFbo(0);
layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
layer->region.clear();
layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
Caches::getInstance().activeTexture(0);
layer->generateTexture();
return layer;
}
void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
bool isOpaque, bool forceFilter, GLenum renderTarget, float* textureTransform) {
if (layer) {
layer->setBlend(!isOpaque);
layer->setForceFilter(forceFilter);
layer->setSize(width, height);
layer->layer.set(0.0f, 0.0f, width, height);
layer->region.set(width, height);
layer->regionRect.set(0.0f, 0.0f, width, height);
layer->getTexTransform().load(textureTransform);
if (renderTarget != layer->getRenderTarget()) {
layer->setRenderTarget(renderTarget);
layer->bindTexture();
layer->setFilter(GL_NEAREST, false, true);
layer->setWrap(GL_CLAMP_TO_EDGE, false, true);
}
}
}
void LayerRenderer::destroyLayer(Layer* layer) {
if (layer) {
ATRACE_FORMAT("Destroy %ux%u HW Layer", layer->getWidth(), layer->getHeight());
LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
layer->getWidth(), layer->getHeight(), layer->getFbo());
if (!Caches::getInstance().layerCache.put(layer)) {
LAYER_RENDERER_LOGD(" Destroyed!");
layer->decStrong(nullptr);
} else {
LAYER_RENDERER_LOGD(" Cached!");
#if DEBUG_LAYER_RENDERER
Caches::getInstance().layerCache.dump();
#endif
layer->removeFbo();
layer->region.clear();
}
}
}
void LayerRenderer::flushLayer(RenderState& renderState, Layer* layer) {
#ifdef GL_EXT_discard_framebuffer
if (!layer) return;
GLuint fbo = layer->getFbo();
if (fbo) {
// If possible, discard any enqueud operations on deferred
// rendering architectures
if (Extensions::getInstance().hasDiscardFramebuffer()) {
GLuint previousFbo = renderState.getFramebuffer();
if (fbo != previousFbo) {
renderState.bindFramebuffer(fbo);
}
const GLenum attachments[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
if (fbo != previousFbo) {
renderState.bindFramebuffer(previousFbo);
}
}
}
#endif
}
bool LayerRenderer::copyLayer(RenderState& renderState, Layer* layer, SkBitmap* bitmap) {
Caches& caches = Caches::getInstance();
if (layer && bitmap->width() <= caches.maxTextureSize &&
bitmap->height() <= caches.maxTextureSize) {
GLuint fbo = caches.fboCache.get();
if (!fbo) {
ALOGW("Could not obtain an FBO");
return false;
}
SkAutoLockPixels alp(*bitmap);
GLuint texture;
GLuint previousFbo;
GLsizei previousViewportWidth;
GLsizei previousViewportHeight;
GLenum format;
GLenum type;
GLenum error = GL_NO_ERROR;
bool status = false;
switch (bitmap->colorType()) {
case kAlpha_8_SkColorType:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case kRGB_565_SkColorType:
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case kARGB_4444_SkColorType:
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case kN32_SkColorType:
default:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
}
float alpha = layer->getAlpha();
SkXfermode::Mode mode = layer->getMode();
GLuint previousLayerFbo = layer->getFbo();
layer->setAlpha(255, SkXfermode::kSrc_Mode);
layer->setFbo(fbo);
previousFbo = renderState.getFramebuffer();
renderState.getViewport(&previousViewportWidth, &previousViewportHeight);
renderState.bindFramebuffer(fbo);
glGenTextures(1, &texture);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
caches.activeTexture(0);
caches.bindTexture(texture);
glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
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);
glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(),
0, format, type, nullptr);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
{
LayerRenderer renderer(renderState, layer);
renderer.setViewport(bitmap->width(), bitmap->height());
renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
bitmap->width(), bitmap->height(), !layer->isBlend());
caches.disableScissor();
renderer.translate(0.0f, bitmap->height());
renderer.scale(1.0f, -1.0f);
mat4 texTransform(layer->getTexTransform());
mat4 invert;
invert.translate(0.0f, 1.0f);
invert.scale(1.0f, -1.0f, 1.0f);
layer->getTexTransform().multiply(invert);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
{
Rect bounds;
bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height());
renderer.drawTextureLayer(layer, bounds);
glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
type, bitmap->getPixels());
if ((error = glGetError()) != GL_NO_ERROR) goto error;
}
layer->getTexTransform().load(texTransform);
status = true;
}
error:
#if DEBUG_OPENGL
if (error != GL_NO_ERROR) {
ALOGD("GL error while copying layer into bitmap = 0x%x", error);
}
#endif
renderState.bindFramebuffer(previousFbo);
layer->setAlpha(alpha, mode);
layer->setFbo(previousLayerFbo);
caches.deleteTexture(texture);
caches.fboCache.put(fbo);
renderState.setViewport(previousViewportWidth, previousViewportHeight);
return status;
}
return false;
}
}; // namespace uirenderer
}; // namespace android