android_frameworks_base/libs/hwui/BakedOpRenderer.h
Chris Craik 74af6e282f Fix OffscreenBuffer leak
Fixes: 27941148

Make OffscreenBuffer lifecycle an explicit (and tested) contract between
FrameBuilder and BakedOpRenderer, entirely separate from dispatch. This
makes it safe to reject any rendering work via overdraw content
rejection (before it gets to a BakedOpDispatcher).

Adds a couple tests around OffscreenBuffer leaks, and switches
OffscreenBuffer tests to RENDERTHREAD_TEST macro, as appropriate.

Change-Id: Id114b835d042708ae921028fb4b17e5fa485fe64
2016-04-05 20:42:37 +00:00

151 lines
5.6 KiB
C++

/*
* Copyright (C) 2015 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.
*/
#pragma once
#include "BakedOpState.h"
#include "Matrix.h"
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
class Caches;
struct Glop;
class Layer;
class RenderState;
struct ClipBase;
/**
* Main rendering manager for a collection of work - one frame + any contained FBOs.
*
* Manages frame and FBO lifecycle, binding the GL framebuffer as appropriate. This is the only
* place where FBOs are bound, created, and destroyed.
*
* All rendering operations will be sent by the Dispatcher, a collection of static methods,
* which has intentionally limited access to the renderer functionality.
*/
class BakedOpRenderer {
public:
typedef void (*GlopReceiver)(BakedOpRenderer&, const Rect*, const ClipBase*, const Glop&);
/**
* Position agnostic shadow lighting info. Used with all shadow ops in scene.
*/
struct LightInfo {
LightInfo() : LightInfo(0, 0) {}
LightInfo(uint8_t ambientShadowAlpha,
uint8_t spotShadowAlpha)
: ambientShadowAlpha(ambientShadowAlpha)
, spotShadowAlpha(spotShadowAlpha) {}
uint8_t ambientShadowAlpha;
uint8_t spotShadowAlpha;
};
BakedOpRenderer(Caches& caches, RenderState& renderState, bool opaque,
const LightInfo& lightInfo)
: mGlopReceiver(DefaultGlopReceiver)
, mRenderState(renderState)
, mCaches(caches)
, mOpaque(opaque)
, mLightInfo(lightInfo) {
}
RenderState& renderState() { return mRenderState; }
Caches& caches() { return mCaches; }
void startFrame(uint32_t width, uint32_t height, const Rect& repaintRect);
void endFrame(const Rect& repaintRect);
WARN_UNUSED_RESULT OffscreenBuffer* startTemporaryLayer(uint32_t width, uint32_t height);
void recycleTemporaryLayer(OffscreenBuffer* offscreenBuffer);
void startRepaintLayer(OffscreenBuffer* offscreenBuffer, const Rect& repaintRect);
void endLayer();
WARN_UNUSED_RESULT OffscreenBuffer* copyToLayer(const Rect& area);
Texture* getTexture(const SkBitmap* bitmap);
const LightInfo& getLightInfo() const { return mLightInfo; }
void renderGlop(const BakedOpState& state, const Glop& glop) {
renderGlop(&state.computedState.clippedBounds,
state.computedState.getClipIfNeeded(),
glop);
}
void renderFunctor(const FunctorOp& op, const BakedOpState& state);
void renderGlop(const Rect* dirtyBounds, const ClipBase* clip, const Glop& glop) {
mGlopReceiver(*this, dirtyBounds, clip, glop);
}
bool offscreenRenderTarget() { return mRenderTarget.offscreenBuffer != nullptr; }
void dirtyRenderTarget(const Rect& dirtyRect);
bool didDraw() const { return mHasDrawn; }
uint32_t getViewportWidth() const { return mRenderTarget.viewportWidth; }
uint32_t getViewportHeight() const { return mRenderTarget.viewportHeight; }
// simple draw methods, to be used for end frame decoration
void drawRect(float left, float top, float right, float bottom, const SkPaint* paint) {
float ltrb[4] = { left, top, right, bottom };
drawRects(ltrb, 4, paint);
}
void drawRects(const float* rects, int count, const SkPaint* paint);
protected:
GlopReceiver mGlopReceiver;
private:
static void DefaultGlopReceiver(BakedOpRenderer& renderer, const Rect* dirtyBounds,
const ClipBase* clip, const Glop& glop) {
renderer.renderGlopImpl(dirtyBounds, clip, glop);
}
void renderGlopImpl(const Rect* dirtyBounds, const ClipBase* clip, const Glop& glop);
void setViewport(uint32_t width, uint32_t height);
void clearColorBuffer(const Rect& clearRect);
void prepareRender(const Rect* dirtyBounds, const ClipBase* clip);
void setupStencilRectList(const ClipBase* clip);
void setupStencilRegion(const ClipBase* clip);
void setupStencilQuads(std::vector<Vertex>& quadVertices, int incrementThreshold);
RenderState& mRenderState;
Caches& mCaches;
bool mOpaque;
bool mHasDrawn = false;
// render target state - setup by start/end layer/frame
// only valid to use in between start/end pairs.
struct {
// If not drawing to a layer: fbo = 0, offscreenBuffer = null,
// Otherwise these refer to currently painting layer's state
GLuint frameBufferId = 0;
OffscreenBuffer* offscreenBuffer = nullptr;
// Used when drawing to a layer and using stencil clipping. otherwise null.
RenderBuffer* stencil = nullptr;
// value representing the ClipRectList* or ClipRegion* currently stored in
// the stencil of the current render target
const ClipBase* lastStencilClip = nullptr;
// Size of renderable region in current render target - for layers, may not match actual
// bounds of FBO texture. offscreenBuffer->texture has this information.
uint32_t viewportWidth = 0;
uint32_t viewportHeight = 0;
Matrix4 orthoMatrix;
} mRenderTarget;
const LightInfo mLightInfo;
};
}; // namespace uirenderer
}; // namespace android