272 lines
8.3 KiB
C++
272 lines
8.3 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include <ui/Rect.h>
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#include "LayerCache.h"
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#include "LayerRenderer.h"
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#include "Properties.h"
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#include "Rect.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Rendering
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///////////////////////////////////////////////////////////////////////////////
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void LayerRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) {
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LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo);
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const float width = mLayer->layer.getWidth();
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const float height = mLayer->layer.getHeight();
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#if RENDER_LAYERS_AS_REGIONS
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Rect dirty(left, top, right, bottom);
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if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
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dirty.right >= width && dirty.bottom >= height)) {
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mLayer->region.clear();
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dirty.set(0.0f, 0.0f, width, height);
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} else {
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dirty.intersect(0.0f, 0.0f, width, height);
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android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
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mLayer->region.subtractSelf(r);
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}
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OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
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#else
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OpenGLRenderer::prepareDirty(0.0f, 0.0f, width, height, opaque);
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#endif
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}
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void LayerRenderer::finish() {
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OpenGLRenderer::finish();
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generateMesh();
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LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->fbo);
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// No need to unbind our FBO, this will be taken care of by the caller
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// who will invoke OpenGLRenderer::resume()
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}
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GLint LayerRenderer::getTargetFbo() {
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return mLayer->fbo;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Dirty region tracking
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///////////////////////////////////////////////////////////////////////////////
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bool LayerRenderer::hasLayer() {
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return true;
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}
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Region* LayerRenderer::getRegion() {
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#if RENDER_LAYERS_AS_REGIONS
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if (getSnapshot()->flags & Snapshot::kFlagFboTarget) {
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return OpenGLRenderer::getRegion();
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}
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return &mLayer->region;
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#else
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return OpenGLRenderer::getRegion();
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#endif
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}
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void LayerRenderer::generateMesh() {
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#if RENDER_LAYERS_AS_REGIONS
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if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
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if (mLayer->mesh) {
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delete mLayer->mesh;
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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = NULL;
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mLayer->meshElementCount = 0;
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}
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return;
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}
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size_t count;
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const android::Rect* rects = mLayer->region.getArray(&count);
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GLsizei elementCount = count * 6;
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if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
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delete mLayer->mesh;
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delete mLayer->meshIndices;
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mLayer->mesh = NULL;
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mLayer->meshIndices = NULL;
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}
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bool rebuildIndices = false;
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if (!mLayer->mesh) {
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mLayer->mesh = new TextureVertex[count * 4];
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mLayer->meshIndices = new uint16_t[elementCount];
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rebuildIndices = true;
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}
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mLayer->meshElementCount = elementCount;
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const float texX = 1.0f / float(mLayer->width);
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const float texY = 1.0f / float(mLayer->height);
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const float height = mLayer->layer.getHeight();
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TextureVertex* mesh = mLayer->mesh;
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uint16_t* indices = mLayer->meshIndices;
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for (size_t i = 0; i < count; i++) {
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const android::Rect* r = &rects[i];
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const float u1 = r->left * texX;
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const float v1 = (height - r->top) * texY;
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const float u2 = r->right * texX;
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const float v2 = (height - r->bottom) * texY;
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TextureVertex::set(mesh++, r->left, r->top, u1, v1);
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TextureVertex::set(mesh++, r->right, r->top, u2, v1);
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TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
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TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
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if (rebuildIndices) {
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uint16_t quad = i * 4;
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int index = i * 6;
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indices[index ] = quad; // top-left
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indices[index + 1] = quad + 1; // top-right
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indices[index + 2] = quad + 2; // bottom-left
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indices[index + 3] = quad + 2; // bottom-left
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indices[index + 4] = quad + 1; // top-right
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indices[index + 5] = quad + 3; // bottom-right
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}
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}
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Layers management
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///////////////////////////////////////////////////////////////////////////////
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Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
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LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height);
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GLuint fbo = Caches::getInstance().fboCache.get();
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if (!fbo) {
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LOGW("Could not obtain an FBO");
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return NULL;
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}
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glActiveTexture(GL_TEXTURE0);
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Layer* layer = Caches::getInstance().layerCache.get(width, height);
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if (!layer) {
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LOGW("Could not obtain a layer");
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return NULL;
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}
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layer->fbo = fbo;
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layer->layer.set(0.0f, 0.0f, width, height);
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layer->texCoords.set(0.0f, height / float(layer->height),
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width / float(layer->width), 0.0f);
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layer->alpha = 255;
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layer->mode = SkXfermode::kSrcOver_Mode;
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layer->blend = !isOpaque;
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layer->colorFilter = NULL;
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layer->region.clear();
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GLuint previousFbo;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
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glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
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glBindTexture(GL_TEXTURE_2D, layer->texture);
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// Initialize the texture if needed
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if (layer->empty) {
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layer->empty = false;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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if (glGetError() != GL_NO_ERROR) {
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LOGD("Could not allocate texture");
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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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glDeleteTextures(1, &layer->texture);
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Caches::getInstance().fboCache.put(fbo);
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delete layer;
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return NULL;
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}
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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layer->texture, 0);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
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return layer;
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}
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bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
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if (layer) {
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LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->fbo, width, height);
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if (Caches::getInstance().layerCache.resize(layer, width, height)) {
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layer->layer.set(0.0f, 0.0f, width, height);
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layer->texCoords.set(0.0f, height / float(layer->height),
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width / float(layer->width), 0.0f);
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} else {
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if (layer->texture) glDeleteTextures(1, &layer->texture);
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delete layer;
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return false;
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}
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}
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return true;
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}
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void LayerRenderer::destroyLayer(Layer* layer) {
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if (layer) {
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LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo);
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if (layer->fbo) {
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Caches::getInstance().fboCache.put(layer->fbo);
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}
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if (!Caches::getInstance().layerCache.put(layer)) {
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if (layer->texture) glDeleteTextures(1, &layer->texture);
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delete layer;
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} else {
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layer->region.clear();
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}
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}
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}
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void LayerRenderer::destroyLayerDeferred(Layer* layer) {
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if (layer) {
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LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo);
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Caches::getInstance().deleteLayerDeferred(layer);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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