android_frameworks_base/libs/hwui/LayerRenderer.cpp
Romain Guy 0908764b2b First OpenGL ES 3.0 based optimization
This change uses a new OpenGL ES 3.0 feature to upload less data when
the font cache needs to be update. This can result in significant
performance improvements on device with large textures or with locales
that use a lot of glyphs (CJK for instance.)

This change also fixes various unpack alignment issues. The unpack
alignment, as well as the unpack row length, is not texture specific
but a global state that affect all glTex/SubImage2D calls. Some of
them were missing the appropriate glPixelStorei() call. This could
result in corrupted textures.

Change-Id: Iefb429d4d0d0b4e0faeadf27daafee6d30a21d85
2013-04-04 12:27:54 -07:00

513 lines
17 KiB
C++

/*
* Copyright (C) 2011 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <ui/Rect.h>
#include <private/hwui/DrawGlInfo.h>
#include "LayerCache.h"
#include "LayerRenderer.h"
#include "Matrix.h"
#include "Properties.h"
#include "Rect.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Rendering
///////////////////////////////////////////////////////////////////////////////
LayerRenderer::LayerRenderer(Layer* layer): mLayer(layer) {
}
LayerRenderer::~LayerRenderer() {
}
void LayerRenderer::setViewport(int width, int height) {
initViewport(width, height);
}
status_t LayerRenderer::prepareDirty(float left, float top, float right, float bottom,
bool opaque) {
LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->getFbo());
glBindFramebuffer(GL_FRAMEBUFFER, mLayer->getFbo());
const float width = mLayer->layer.getWidth();
const float height = mLayer->layer.getHeight();
Rect dirty(left, top, right, bottom);
if (dirty.isEmpty() || (dirty.left <= 0 && dirty.top <= 0 &&
dirty.right >= width && dirty.bottom >= height)) {
mLayer->region.clear();
dirty.set(0.0f, 0.0f, width, height);
} else {
dirty.intersect(0.0f, 0.0f, width, height);
android::Rect r(dirty.left, dirty.top, dirty.right, dirty.bottom);
mLayer->region.subtractSelf(r);
}
mLayer->clipRect.set(dirty);
return OpenGLRenderer::prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, opaque);
}
status_t LayerRenderer::clear(float left, float top, float right, float bottom, bool opaque) {
if (mLayer->isDirty()) {
getCaches().disableScissor();
glClear(GL_COLOR_BUFFER_BIT);
getCaches().resetScissor();
mLayer->setDirty(false);
return DrawGlInfo::kStatusDone;
}
return OpenGLRenderer::clear(left, top, right, bottom, opaque);
}
void LayerRenderer::finish() {
OpenGLRenderer::finish();
generateMesh();
LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->getFbo());
// No need to unbind our FBO, this will be taken care of by the caller
// who will invoke OpenGLRenderer::resume()
}
GLint LayerRenderer::getTargetFbo() const {
return mLayer->getFbo();
}
bool LayerRenderer::suppressErrorChecks() const {
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Layer support
///////////////////////////////////////////////////////////////////////////////
bool LayerRenderer::hasLayer() const {
return true;
}
void LayerRenderer::ensureStencilBuffer() {
attachStencilBufferToLayer(mLayer);
}
///////////////////////////////////////////////////////////////////////////////
// Dirty region tracking
///////////////////////////////////////////////////////////////////////////////
Region* LayerRenderer::getRegion() const {
if (getSnapshot()->flags & Snapshot::kFlagFboTarget) {
return OpenGLRenderer::getRegion();
}
return &mLayer->region;
}
// TODO: This implementation uses a very simple approach to fixing T-junctions which keeps the
// results as rectangles, and is thus not necessarily efficient in the geometry
// produced. Eventually, it may be better to develop triangle-based mechanism.
void LayerRenderer::generateMesh() {
if (mLayer->region.isRect() || mLayer->region.isEmpty()) {
if (mLayer->mesh) {
delete[] mLayer->mesh;
delete[] mLayer->meshIndices;
mLayer->mesh = NULL;
mLayer->meshIndices = NULL;
mLayer->meshElementCount = 0;
}
mLayer->setRegionAsRect();
return;
}
// avoid T-junctions as they cause artifacts in between the resultant
// geometry when complex transforms occur.
// TODO: generate the safeRegion only if necessary based on drawing transform (see
// OpenGLRenderer::composeLayerRegion())
Region safeRegion = Region::createTJunctionFreeRegion(mLayer->region);
size_t count;
const android::Rect* rects = safeRegion.getArray(&count);
GLsizei elementCount = count * 6;
if (mLayer->mesh && mLayer->meshElementCount < elementCount) {
delete[] mLayer->mesh;
delete[] mLayer->meshIndices;
mLayer->mesh = NULL;
mLayer->meshIndices = NULL;
}
bool rebuildIndices = false;
if (!mLayer->mesh) {
mLayer->mesh = new TextureVertex[count * 4];
mLayer->meshIndices = new uint16_t[elementCount];
rebuildIndices = true;
}
mLayer->meshElementCount = elementCount;
const float texX = 1.0f / float(mLayer->getWidth());
const float texY = 1.0f / float(mLayer->getHeight());
const float height = mLayer->layer.getHeight();
TextureVertex* mesh = mLayer->mesh;
uint16_t* indices = mLayer->meshIndices;
for (size_t i = 0; i < count; i++) {
const android::Rect* r = &rects[i];
const float u1 = r->left * texX;
const float v1 = (height - r->top) * texY;
const float u2 = r->right * texX;
const float v2 = (height - r->bottom) * texY;
TextureVertex::set(mesh++, r->left, r->top, u1, v1);
TextureVertex::set(mesh++, r->right, r->top, u2, v1);
TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
if (rebuildIndices) {
uint16_t quad = i * 4;
int index = i * 6;
indices[index ] = quad; // top-left
indices[index + 1] = quad + 1; // top-right
indices[index + 2] = quad + 2; // bottom-left
indices[index + 3] = quad + 2; // bottom-left
indices[index + 4] = quad + 1; // top-right
indices[index + 5] = quad + 3; // bottom-right
}
}
}
///////////////////////////////////////////////////////////////////////////////
// Layers management
///////////////////////////////////////////////////////////////////////////////
Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) {
LAYER_RENDERER_LOGD("Requesting new render layer %dx%d", width, height);
Caches& caches = Caches::getInstance();
GLuint fbo = caches.fboCache.get();
if (!fbo) {
ALOGW("Could not obtain an FBO");
return NULL;
}
caches.activeTexture(0);
Layer* layer = caches.layerCache.get(width, height);
if (!layer) {
ALOGW("Could not obtain a layer");
return NULL;
}
// We first obtain a layer before comparing against the max texture size
// because layers are not allocated at the exact desired size. They are
// always created slighly larger to improve recycling
const uint32_t maxTextureSize = caches.maxTextureSize;
if (layer->getWidth() > maxTextureSize || layer->getHeight() > maxTextureSize) {
ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)",
width, height, maxTextureSize, maxTextureSize);
// Creating a new layer always increment its refcount by 1, this allows
// us to destroy the layer object if one was created for us
Caches::getInstance().resourceCache.decrementRefcount(layer);
return NULL;
}
layer->setFbo(fbo);
layer->layer.set(0.0f, 0.0f, width, height);
layer->texCoords.set(0.0f, height / float(layer->getHeight()),
width / float(layer->getWidth()), 0.0f);
layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
layer->setBlend(!isOpaque);
layer->setColorFilter(NULL);
layer->setDirty(true);
layer->region.clear();
GLuint previousFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo());
layer->bindTexture();
// Initialize the texture if needed
if (layer->isEmpty()) {
layer->setEmpty(false);
layer->allocateTexture();
// This should only happen if we run out of memory
if (glGetError() != GL_NO_ERROR) {
ALOGE("Could not allocate texture for layer (fbo=%d %dx%d)", fbo, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
caches.resourceCache.decrementRefcount(layer);
return NULL;
}
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
layer->getTexture(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
return layer;
}
bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) {
if (layer) {
LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->getFbo(), width, height);
if (layer->resize(width, height)) {
layer->layer.set(0.0f, 0.0f, width, height);
layer->texCoords.set(0.0f, height / float(layer->getHeight()),
width / float(layer->getWidth()), 0.0f);
} else {
return false;
}
}
return true;
}
Layer* LayerRenderer::createTextureLayer(bool isOpaque) {
LAYER_RENDERER_LOGD("Creating new texture layer");
Layer* layer = new Layer(0, 0);
layer->setCacheable(false);
layer->setTextureLayer(true);
layer->setBlend(!isOpaque);
layer->setEmpty(true);
layer->setFbo(0);
layer->setAlpha(255, SkXfermode::kSrcOver_Mode);
layer->layer.set(0.0f, 0.0f, 0.0f, 0.0f);
layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f);
layer->region.clear();
layer->setRenderTarget(GL_NONE); // see ::updateTextureLayer()
Caches::getInstance().activeTexture(0);
layer->generateTexture();
return layer;
}
void LayerRenderer::updateTextureLayer(Layer* layer, uint32_t width, uint32_t height,
bool isOpaque, GLenum renderTarget, float* transform) {
if (layer) {
layer->setBlend(!isOpaque);
layer->setSize(width, height);
layer->layer.set(0.0f, 0.0f, width, height);
layer->region.set(width, height);
layer->regionRect.set(0.0f, 0.0f, width, height);
layer->getTexTransform().load(transform);
if (renderTarget != layer->getRenderTarget()) {
layer->setRenderTarget(renderTarget);
layer->bindTexture();
layer->setFilter(GL_NEAREST, false, true);
layer->setWrap(GL_CLAMP_TO_EDGE, false, true);
}
}
}
void LayerRenderer::destroyLayer(Layer* layer) {
if (layer) {
LAYER_RENDERER_LOGD("Recycling layer, %dx%d fbo = %d",
layer->getWidth(), layer->getHeight(), layer->getFbo());
if (!Caches::getInstance().layerCache.put(layer)) {
LAYER_RENDERER_LOGD(" Destroyed!");
Caches::getInstance().resourceCache.decrementRefcount(layer);
} else {
LAYER_RENDERER_LOGD(" Cached!");
#if DEBUG_LAYER_RENDERER
Caches::getInstance().layerCache.dump();
#endif
layer->removeFbo();
layer->region.clear();
}
}
}
void LayerRenderer::destroyLayerDeferred(Layer* layer) {
if (layer) {
LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->getFbo());
Caches::getInstance().deleteLayerDeferred(layer);
}
}
void LayerRenderer::flushLayer(Layer* layer) {
#ifdef GL_EXT_discard_framebuffer
GLuint fbo = layer->getFbo();
if (layer && fbo) {
// If possible, discard any enqueud operations on deferred
// rendering architectures
if (Extensions::getInstance().hasDiscardFramebuffer()) {
GLuint previousFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, fbo);
const GLenum attachments[] = { GL_COLOR_ATTACHMENT0 };
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
if (fbo != previousFbo) glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
}
}
#endif
}
bool LayerRenderer::copyLayer(Layer* layer, SkBitmap* bitmap) {
Caches& caches = Caches::getInstance();
if (layer && bitmap->width() <= caches.maxTextureSize &&
bitmap->height() <= caches.maxTextureSize) {
GLuint fbo = caches.fboCache.get();
if (!fbo) {
ALOGW("Could not obtain an FBO");
return false;
}
SkAutoLockPixels alp(*bitmap);
GLuint texture;
GLuint previousFbo;
GLuint previousViewport[4];
GLenum format;
GLenum type;
GLenum error = GL_NO_ERROR;
bool status = false;
switch (bitmap->config()) {
case SkBitmap::kA8_Config:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case SkBitmap::kRGB_565_Config:
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SkBitmap::kARGB_4444_Config:
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SkBitmap::kARGB_8888_Config:
default:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
}
float alpha = layer->getAlpha();
SkXfermode::Mode mode = layer->getMode();
GLuint previousLayerFbo = layer->getFbo();
layer->setAlpha(255, SkXfermode::kSrc_Mode);
layer->setFbo(fbo);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo);
glGetIntegerv(GL_VIEWPORT, (GLint*) &previousViewport);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &texture);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
caches.activeTexture(0);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, format, bitmap->width(), bitmap->height(),
0, format, type, NULL);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
{
LayerRenderer renderer(layer);
renderer.setViewport(bitmap->width(), bitmap->height());
renderer.OpenGLRenderer::prepareDirty(0.0f, 0.0f,
bitmap->width(), bitmap->height(), !layer->isBlend());
caches.disableScissor();
renderer.translate(0.0f, bitmap->height());
renderer.scale(1.0f, -1.0f);
mat4 texTransform(layer->getTexTransform());
mat4 invert;
invert.translate(0.0f, 1.0f, 0.0f);
invert.scale(1.0f, -1.0f, 1.0f);
layer->getTexTransform().multiply(invert);
if ((error = glGetError()) != GL_NO_ERROR) goto error;
{
Rect bounds;
bounds.set(0.0f, 0.0f, bitmap->width(), bitmap->height());
renderer.drawTextureLayer(layer, bounds);
glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
type, bitmap->getPixels());
if ((error = glGetError()) != GL_NO_ERROR) goto error;
}
layer->getTexTransform().load(texTransform);
status = true;
}
error:
#if DEBUG_OPENGL
if (error != GL_NO_ERROR) {
ALOGD("GL error while copying layer into bitmap = 0x%x", error);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);
layer->setAlpha(alpha, mode);
layer->setFbo(previousLayerFbo);
glDeleteTextures(1, &texture);
caches.fboCache.put(fbo);
glViewport(previousViewport[0], previousViewport[1],
previousViewport[2], previousViewport[3]);
return status;
}
return false;
}
}; // namespace uirenderer
}; // namespace android