This change detects what area of a layer was drawn into and generates a mesh to match this area exactly. This can be used to avoid blending empty pixels when the layer is composited. This change also adds proper layers support to lines rendering and implements layers composition in a more readable way. Change-Id: I4a5588b98b19bd66891ebdc39631b193c5e31999
165 lines
5.6 KiB
C++
165 lines
5.6 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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}
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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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