Chris Craik 2ab95d780b Glop support for indexed quads
bug:19014311
Change-Id: If35a873421b41cc4508b0d8ac1b4d900c9bb3717
2015-02-09 11:04:31 -08:00

312 lines
10 KiB
C++

/*
* 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 "renderstate/RenderState.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/EglManager.h"
#include "utils/GLUtils.h"
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");
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);
}
*/
// 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;
}
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);
}
}
void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) {
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 (mCaches->debugOverdraw && mFramebuffer == 0) {
if (clear) {
scissor().setEnabled(false);
stencil().clear();
}
if (enable) {
stencil().enableDebugWrite();
} else {
stencil().disable();
}
}
}
void RenderState::requireGLContext() {
assertOnGLThread();
mRenderThread.eglManager().requireGlContext();
}
void RenderState::assertOnGLThread() {
pthread_t curr = pthread_self();
LOG_ALWAYS_FATAL_IF(!pthread_equal(mThreadId, curr), "Wrong thread!");
}
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) {
mRenderThread.queue(new DecStrongTask(object));
}
///////////////////////////////////////////////////////////////////////////////
// Render
///////////////////////////////////////////////////////////////////////////////
/*
* Not yet supported:
*
* Textures + coordinates
* SkiaShader
* RoundRect clipping
*/
void RenderState::render(const Glop& glop) {
const Glop::Mesh& mesh = glop.mesh;
const Glop::Fill& shader = glop.fill;
// --------------------------------------------
// ---------- Shader + uniform setup ----------
// --------------------------------------------
mCaches->setProgram(shader.program);
Glop::FloatColor color = shader.color;
shader.program->setColor(color.r, color.g, color.b, color.a);
shader.program->set(glop.transform.ortho,
glop.transform.modelView,
glop.transform.canvas,
glop.transform.fudgingOffset);
if (glop.fill.filterMode == ProgramDescription::kColorBlend) {
const Glop::FloatColor& color = glop.fill.filter.color;
glUniform4f(mCaches->program().getUniform("colorBlend"),
color.r, color.g, color.b, color.a);
} else if (glop.fill.filterMode == ProgramDescription::kColorMatrix) {
glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
glop.fill.filter.matrix.matrix);
glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
glop.fill.filter.matrix.vector);
}
// --------------------------------
// ---------- Mesh setup ----------
// --------------------------------
// vertices
bool force = meshState().bindMeshBufferInternal(mesh.vertexBufferObject)
|| (mesh.vertices != nullptr);
meshState().bindPositionVertexPointer(force, mesh.vertices, mesh.stride);
// indices
meshState().bindIndicesBufferInternal(mesh.indexBufferObject);
if (mesh.vertexFlags & kTextureCoord_Attrib) {
// TODO: support textures
LOG_ALWAYS_FATAL("textures not yet supported");
} else {
meshState().disableTexCoordsVertexArray();
}
if (mesh.vertexFlags & kColor_Attrib) {
LOG_ALWAYS_FATAL("color vertex attribute not yet supported");
// TODO: enable color, disable when done
}
int alphaSlot = -1;
if (mesh.vertexFlags & kAlpha_Attrib) {
const void* alphaCoords = ((const GLbyte*) glop.mesh.vertices) + kVertexAlphaOffset;
alphaSlot = shader.program->getAttrib("vtxAlpha");
glEnableVertexAttribArray(alphaSlot);
glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords);
}
// ------------------------------------
// ---------- GL state setup ----------
// ------------------------------------
blend().setFactors(glop.blend.src, glop.blend.dst);
// ------------------------------------
// ---------- Actual drawing ----------
// ------------------------------------
if (mesh.indexBufferObject == 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.vertexCount;
const GLbyte* vertices = static_cast<const GLbyte*>(mesh.vertices);
while (elementsCount > 0) {
GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
// TODO: this double binds on first pass
meshState().bindPositionVertexPointer(true, vertices, mesh.stride);
glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
elementsCount -= drawCount;
vertices += (drawCount / 6) * 4 * mesh.stride;
}
} else if (mesh.indexBufferObject || mesh.indices) {
glDrawElements(mesh.primitiveMode, mesh.vertexCount, GL_UNSIGNED_SHORT, mesh.indices);
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.vertexCount);
}
// -----------------------------------
// ---------- Mesh teardown ----------
// -----------------------------------
if (glop.mesh.vertexFlags & kAlpha_Attrib) {
glDisableVertexAttribArray(alphaSlot);
}
}
void RenderState::dump() {
blend().dump();
meshState().dump();
scissor().dump();
stencil().dump();
}
} /* namespace uirenderer */
} /* namespace android */