The new implementation relies on OpenGLRenderer's existing layer code instead of duplicating it. The new code is much cleaner, with simpler and better APIs and allows tracking of drawn regions inside layers. Region tracking is not yet enabled but this will be done in a future CL. Change-Id: Ie826121a2227de8252c77b992a61218defea5143
184 lines
6.1 KiB
C++
184 lines
6.1 KiB
C++
/*
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* Copyright (C) 2010 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 <utils/Log.h>
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#include "Caches.h"
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#include "Properties.h"
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namespace android {
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#ifdef USE_OPENGL_RENDERER
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using namespace uirenderer;
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ANDROID_SINGLETON_STATIC_INSTANCE(Caches);
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#endif
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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Caches::Caches(): Singleton<Caches>(), blend(false), lastSrcMode(GL_ZERO),
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lastDstMode(GL_ZERO), currentProgram(NULL) {
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GLint maxTextureUnits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
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LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
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}
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glGenBuffers(1, &meshBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, meshBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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mCurrentBuffer = meshBuffer;
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mRegionMesh = NULL;
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mDebugLevel = readDebugLevel();
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LOGD("Enabling debug mode %d", mDebugLevel);
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#if RENDER_LAYERS_AS_REGIONS
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LOGD("Layers will be composited as regions");
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#endif
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}
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Caches::~Caches() {
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delete[] mRegionMesh;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Debug
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///////////////////////////////////////////////////////////////////////////////
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void Caches::dumpMemoryUsage() {
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LOGD("Current memory usage / total memory usage (bytes):");
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LOGD(" TextureCache %8d / %8d", textureCache.getSize(), textureCache.getMaxSize());
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LOGD(" LayerCache %8d / %8d", layerCache.getSize(), layerCache.getMaxSize());
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LOGD(" GradientCache %8d / %8d", gradientCache.getSize(), gradientCache.getMaxSize());
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LOGD(" PathCache %8d / %8d", pathCache.getSize(), pathCache.getMaxSize());
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LOGD(" TextDropShadowCache %8d / %8d", dropShadowCache.getSize(),
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dropShadowCache.getMaxSize());
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for (uint32_t i = 0; i < fontRenderer.getFontRendererCount(); i++) {
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const uint32_t size = fontRenderer.getFontRendererSize(i);
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LOGD(" FontRenderer %d %8d / %8d", i, size, size);
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}
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LOGD("Other:");
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LOGD(" FboCache %8d / %8d", fboCache.getSize(), fboCache.getMaxSize());
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LOGD(" PatchCache %8d / %8d", patchCache.getSize(), patchCache.getMaxSize());
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uint32_t total = 0;
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total += textureCache.getSize();
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total += layerCache.getSize();
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total += gradientCache.getSize();
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total += pathCache.getSize();
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total += dropShadowCache.getSize();
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for (uint32_t i = 0; i < fontRenderer.getFontRendererCount(); i++) {
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total += fontRenderer.getFontRendererSize(i);
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}
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LOGD("Total memory usage:");
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LOGD(" %d bytes, %.2f MB", total, total / 1024.0f / 1024.0f);
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LOGD("\n");
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}
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///////////////////////////////////////////////////////////////////////////////
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// Memory management
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///////////////////////////////////////////////////////////////////////////////
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void Caches::clearGarbage() {
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textureCache.clearGarbage();
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gradientCache.clearGarbage();
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pathCache.clearGarbage();
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Mutex::Autolock _l(mGarbageLock);
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size_t count = mLayerGarbage.size();
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for (size_t i = 0; i < count; i++) {
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Layer* layer = mLayerGarbage.itemAt(i);
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if (layer) {
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if (layer->fbo) glDeleteFramebuffers(1, &layer->fbo);
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if (layer->texture) glDeleteTextures(1, &layer->texture);
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delete layer;
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}
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}
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mLayerGarbage.clear();
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}
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void Caches::deleteLayerDeferred(Layer* layer) {
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Mutex::Autolock _l(mGarbageLock);
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mLayerGarbage.push(layer);
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}
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///////////////////////////////////////////////////////////////////////////////
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// VBO
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///////////////////////////////////////////////////////////////////////////////
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void Caches::bindMeshBuffer() {
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bindMeshBuffer(meshBuffer);
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}
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void Caches::bindMeshBuffer(const GLuint buffer) {
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if (mCurrentBuffer != buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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mCurrentBuffer = buffer;
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}
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}
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void Caches::unbindMeshBuffer() {
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if (mCurrentBuffer) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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mCurrentBuffer = 0;
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}
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}
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TextureVertex* Caches::getRegionMesh() {
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// Create the mesh, 2 triangles and 4 vertices per rectangle in the region
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if (!mRegionMesh) {
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mRegionMesh = new TextureVertex[REGION_MESH_QUAD_COUNT * 4];
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uint16_t* regionIndices = new uint16_t[REGION_MESH_QUAD_COUNT * 6];
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for (int i = 0; i < REGION_MESH_QUAD_COUNT; i++) {
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uint16_t quad = i * 4;
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int index = i * 6;
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regionIndices[index ] = quad; // top-left
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regionIndices[index + 1] = quad + 1; // top-right
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regionIndices[index + 2] = quad + 2; // bottom-left
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regionIndices[index + 3] = quad + 2; // bottom-left
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regionIndices[index + 4] = quad + 1; // top-right
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regionIndices[index + 5] = quad + 3; // bottom-right
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}
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glGenBuffers(1, &mRegionMeshIndices);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, REGION_MESH_QUAD_COUNT * 6 * sizeof(uint16_t),
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regionIndices, GL_STATIC_DRAW);
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delete[] regionIndices;
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices);
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}
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return mRegionMesh;
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}
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}; // namespace uirenderer
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}; // namespace android
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