cf51a41998
PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform asynchronous texture uploads to free up the CPU. This change does not enable the use of PBOs unless a specific property is set (Adreno drivers have issues with PBOs at the moment, Mali drivers work just fine.) This change also cleans up Font/FontRenderer a little bit and improves performance of drop shadows generations by using memcpy() instead of a manual byte-by-byte copy. On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance behaves like a simple byte array. The extra APIs introduced for PBOs (map/unmap and bind/unbind) are pretty much no-ops for CPU pixel buffers and won't introduce any significant overhead. This change also fixes a bug with text drop shadows: if the drop shadow is larger than the max texture size, the renderer would leave the GL context in a bad state and generate 0x501 errors. This change simply skips drop shadows if they are too large. Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
181 lines
5.2 KiB
C++
181 lines
5.2 KiB
C++
/*
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* Copyright (C) 2013 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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#ifndef ANDROID_HWUI_PIXEL_BUFFER_H
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#define ANDROID_HWUI_PIXEL_BUFFER_H
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#include <GLES3/gl3.h>
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namespace android {
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namespace uirenderer {
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/**
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* Represents a pixel buffer. A pixel buffer will be backed either by a
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* PBO on OpenGL ES 3.0 and higher or by an array of uint8_t on other
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* versions. If the buffer is backed by a PBO it will of type
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* GL_PIXEL_UNPACK_BUFFER.
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*
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* To read from or write into a PixelBuffer you must first map the
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* buffer using the map(AccessMode) method. This method returns a
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* pointer to the beginning of the buffer.
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*
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* Before the buffer can be used by the GPU, for instance to upload
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* a texture, you must first unmap the buffer. To do so, call the
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* unmap() method.
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*
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* Mapping and unmapping a PixelBuffer can have the side effect of
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* changing the currently active GL_PIXEL_UNPACK_BUFFER. It is
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* therefore recommended to call Caches::unbindPixelbuffer() after
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* using a PixelBuffer to upload to a texture.
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*/
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class PixelBuffer {
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public:
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enum BufferType {
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kBufferType_Auto,
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kBufferType_CPU
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};
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enum AccessMode {
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kAccessMode_None = 0,
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kAccessMode_Read = GL_MAP_READ_BIT,
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kAccessMode_Write = GL_MAP_WRITE_BIT,
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kAccessMode_ReadWrite = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT
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};
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/**
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* Creates a new PixelBuffer object with the specified format and
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* dimensions. The buffer is immediately allocated.
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*
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* The buffer type specifies how the buffer should be allocated.
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* By default this method will automatically choose whether to allocate
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* a CPU or GPU buffer.
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*/
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static PixelBuffer* create(GLenum format, uint32_t width, uint32_t height,
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BufferType type = kBufferType_Auto);
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virtual ~PixelBuffer() {
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}
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/**
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* Returns the format of this render buffer.
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*/
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GLenum getFormat() const {
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return mFormat;
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}
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/**
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* Maps this before with the specified access mode. This method
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* returns a pointer to the region of memory where the buffer was
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* mapped.
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*
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* If the buffer is already mapped when this method is invoked,
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* this method will return the previously mapped pointer. The
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* access mode can only be changed by calling unmap() first.
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*
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* The specified access mode cannot be kAccessMode_None.
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*/
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virtual uint8_t* map(AccessMode mode = kAccessMode_ReadWrite) = 0;
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/**
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* Unmaps this buffer, if needed. After the buffer is unmapped,
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* the pointer previously returned by map() becomes invalid and
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* should not be used. After calling this method, getMappedPointer()
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* will always return NULL.
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*/
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virtual void unmap() = 0;
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/**
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* Returns the current access mode for this buffer. If the buffer
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* is not mapped, this method returns kAccessMode_None.
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*/
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AccessMode getAccessMode() const {
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return mAccessMode;
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}
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/**
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* Returns the currently mapped pointer. Returns NULL if the buffer
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* is not mapped.
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*/
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virtual uint8_t* getMappedPointer() const = 0;
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/**
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* Upload the specified rectangle of this pixe buffer as a
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* GL_TEXTURE_2D texture. Calling this method will trigger
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* an unmap() if necessary.
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*/
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virtual void upload(uint32_t x, uint32_t y, uint32_t width, uint32_t height, int offset) = 0;
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/**
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* Returns the width of the render buffer in pixels.
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*/
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uint32_t getWidth() const {
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return mWidth;
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}
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/**
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* Returns the height of the render buffer in pixels.
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*/
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uint32_t getHeight() const {
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return mHeight;
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}
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/**
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* Returns the size of this pixel buffer in bytes.
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*/
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uint32_t getSize() const {
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return mWidth * mHeight * formatSize(mFormat);
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}
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/**
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* Returns the number of bytes per pixel in the specified format.
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*
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* Supported formats:
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* GL_ALPHA
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* GL_RGBA
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*/
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static uint32_t formatSize(GLenum format) {
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switch (format) {
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case GL_ALPHA:
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return 1;
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case GL_RGBA:
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return 4;
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}
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return 0;
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}
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protected:
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/**
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* Creates a new render buffer in the specified format and dimensions.
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* The format must be GL_ALPHA or GL_RGBA.
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*/
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PixelBuffer(GLenum format, uint32_t width, uint32_t height):
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mFormat(format), mWidth(width), mHeight(height), mAccessMode(kAccessMode_None) {
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}
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GLenum mFormat;
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uint32_t mWidth;
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uint32_t mHeight;
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AccessMode mAccessMode;
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}; // class PixelBuffer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_PIXEL_BUFFER_H
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