Romain Guy cf51a41998 Introduce PixelBuffer API to enable PBOs
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
2013-04-11 14:07:34 -07:00

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/*
* Copyright (C) 2010 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.
*/
#ifndef ANDROID_HWUI_CACHES_H
#define ANDROID_HWUI_CACHES_H
#ifndef LOG_TAG
#define LOG_TAG "OpenGLRenderer"
#endif
#include <utils/Singleton.h>
#include <cutils/compiler.h>
#include "thread/TaskProcessor.h"
#include "thread/TaskManager.h"
#include "FontRenderer.h"
#include "GammaFontRenderer.h"
#include "TextureCache.h"
#include "LayerCache.h"
#include "RenderBufferCache.h"
#include "GradientCache.h"
#include "PatchCache.h"
#include "ProgramCache.h"
#include "PathCache.h"
#include "TextDropShadowCache.h"
#include "FboCache.h"
#include "ResourceCache.h"
#include "Stencil.h"
#include "Dither.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
#define REQUIRED_TEXTURE_UNITS_COUNT 3
#define REGION_MESH_QUAD_COUNT 512
// Generates simple and textured vertices
#define FV(x, y, u, v) { { x, y }, { u, v } }
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
static const TextureVertex gMeshVertices[] = {
FV(0.0f, 0.0f, 0.0f, 0.0f),
FV(1.0f, 0.0f, 1.0f, 0.0f),
FV(0.0f, 1.0f, 0.0f, 1.0f),
FV(1.0f, 1.0f, 1.0f, 1.0f)
};
static const GLsizei gMeshStride = sizeof(TextureVertex);
static const GLsizei gVertexStride = sizeof(Vertex);
static const GLsizei gAlphaVertexStride = sizeof(AlphaVertex);
static const GLsizei gMeshTextureOffset = 2 * sizeof(float);
static const GLsizei gVertexAlphaOffset = 2 * sizeof(float);
static const GLsizei gVertexAAWidthOffset = 2 * sizeof(float);
static const GLsizei gVertexAALengthOffset = 3 * sizeof(float);
static const GLsizei gMeshCount = 4;
static const GLenum gTextureUnits[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
// Debug
///////////////////////////////////////////////////////////////////////////////
struct CacheLogger {
CacheLogger() {
INIT_LOGD("Creating OpenGL renderer caches");
}
}; // struct CacheLogger
///////////////////////////////////////////////////////////////////////////////
// Caches
///////////////////////////////////////////////////////////////////////////////
class DisplayList;
class ANDROID_API Caches: public Singleton<Caches> {
Caches();
friend class Singleton<Caches>;
CacheLogger mLogger;
public:
enum FlushMode {
kFlushMode_Layers = 0,
kFlushMode_Moderate,
kFlushMode_Full
};
/**
* Initialize caches.
*/
void init();
/**
* Initialize global system properties.
*/
bool initProperties();
/**
* Flush the cache.
*
* @param mode Indicates how much of the cache should be flushed
*/
void flush(FlushMode mode);
/**
* Destroys all resources associated with this cache. This should
* be called after a flush(kFlushMode_Full).
*/
void terminate();
/**
* Indicates whether the renderer is in debug mode.
* This debug mode provides limited information to app developers.
*/
DebugLevel getDebugLevel() const {
return mDebugLevel;
}
/**
* Call this on each frame to ensure that garbage is deleted from
* GPU memory.
*/
void clearGarbage();
/**
* Can be used to delete a layer from a non EGL thread.
*/
void deleteLayerDeferred(Layer* layer);
/*
* Can be used to delete a display list from a non EGL thread.
*/
void deleteDisplayListDeferred(DisplayList* layer);
/**
* Binds the VBO used to render simple textured quads.
*/
bool bindMeshBuffer();
/**
* Binds the specified VBO if needed.
*/
bool bindMeshBuffer(const GLuint buffer);
/**
* Unbinds the VBO used to render simple textured quads.
*/
bool unbindMeshBuffer();
bool bindIndicesBuffer(const GLuint buffer);
bool unbindIndicesBuffer();
/**
* Binds the specified buffer as the current GL unpack pixel buffer.
*/
bool bindPixelBuffer(const GLuint buffer);
/**
* Resets the current unpack pixel buffer to 0 (default value.)
*/
bool unbindPixelBuffer();
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
void bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
/**
* Resets the vertex pointers.
*/
void resetVertexPointers();
void resetTexCoordsVertexPointer();
void enableTexCoordsVertexArray();
void disableTexCoordsVertexArray();
/**
* Activate the specified texture unit. The texture unit must
* be specified using an integer number (0 for GL_TEXTURE0 etc.)
*/
void activeTexture(GLuint textureUnit);
/**
* Sets the scissor for the current surface.
*/
bool setScissor(GLint x, GLint y, GLint width, GLint height);
/**
* Resets the scissor state.
*/
void resetScissor();
bool enableScissor();
bool disableScissor();
void setScissorEnabled(bool enabled);
void startTiling(GLuint x, GLuint y, GLuint width, GLuint height, bool discard);
void endTiling();
/**
* Returns the mesh used to draw regions. Calling this method will
* bind a VBO of type GL_ELEMENT_ARRAY_BUFFER that contains the
* indices for the region mesh.
*/
TextureVertex* getRegionMesh();
/**
* Displays the memory usage of each cache and the total sum.
*/
void dumpMemoryUsage();
void dumpMemoryUsage(String8& log);
bool hasRegisteredFunctors();
void registerFunctors(uint32_t functorCount);
void unregisterFunctors(uint32_t functorCount);
bool blend;
GLenum lastSrcMode;
GLenum lastDstMode;
Program* currentProgram;
bool scissorEnabled;
bool drawDeferDisabled;
bool drawReorderDisabled;
// VBO to draw with
GLuint meshBuffer;
// Misc
GLint maxTextureSize;
// Debugging
bool debugLayersUpdates;
bool debugOverdraw;
enum StencilClipDebug {
kStencilHide,
kStencilShowHighlight,
kStencilShowRegion
};
StencilClipDebug debugStencilClip;
TextureCache textureCache;
LayerCache layerCache;
RenderBufferCache renderBufferCache;
GradientCache gradientCache;
ProgramCache programCache;
PathCache pathCache;
PatchCache patchCache;
TextDropShadowCache dropShadowCache;
FboCache fboCache;
ResourceCache resourceCache;
GammaFontRenderer* fontRenderer;
TaskManager tasks;
Dither dither;
Stencil stencil;
// Debug methods
PFNGLINSERTEVENTMARKEREXTPROC eventMark;
PFNGLPUSHGROUPMARKEREXTPROC startMark;
PFNGLPOPGROUPMARKEREXTPROC endMark;
PFNGLLABELOBJECTEXTPROC setLabel;
PFNGLGETOBJECTLABELEXTPROC getLabel;
private:
void initFont();
void initExtensions();
void initConstraints();
static void eventMarkNull(GLsizei length, const GLchar* marker) { }
static void startMarkNull(GLsizei length, const GLchar* marker) { }
static void endMarkNull() { }
static void setLabelNull(GLenum type, uint object, GLsizei length,
const char* label) { }
static void getLabelNull(GLenum type, uint object, GLsizei bufferSize,
GLsizei* length, char* label) {
if (length) *length = 0;
if (label) *label = '\0';
}
GLuint mCurrentBuffer;
GLuint mCurrentIndicesBuffer;
GLuint mCurrentPixelBuffer;
void* mCurrentPositionPointer;
GLsizei mCurrentPositionStride;
void* mCurrentTexCoordsPointer;
GLsizei mCurrentTexCoordsStride;
bool mTexCoordsArrayEnabled;
GLuint mTextureUnit;
GLint mScissorX;
GLint mScissorY;
GLint mScissorWidth;
GLint mScissorHeight;
Extensions& mExtensions;
// Used to render layers
TextureVertex* mRegionMesh;
GLuint mRegionMeshIndices;
mutable Mutex mGarbageLock;
Vector<Layer*> mLayerGarbage;
Vector<DisplayList*> mDisplayListGarbage;
DebugLevel mDebugLevel;
bool mInitialized;
uint32_t mFunctorsCount;
}; // class Caches
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_CACHES_H