Arun b0a9477c8e Reduce hwui CPU time by using glDrawRangeElements
The CPU overhead of glDrawElements in the GPU driver is significant
with client-side vertex data (unique per draw call) as the driver has
to calculate the mininimum and maximum indices from the index buffer
in order to evaluate the range of vertex data required. This can be
avoided by keeping track of the min-max in hwui and passing it with
glDrawRangeElements. This requires OpenGL ES3.0 support (which is
already checked for elsewhere in hwui).

Test: manual - visual inspection on fugu (nexus player)

Change-Id: I57bb1ddd239a1032f74f1cd2683bbe0970e84bd9
2017-05-05 15:11:27 +00:00

191 lines
5.4 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.
*/
#ifndef ANDROID_HWUI_GLOP_H
#define ANDROID_HWUI_GLOP_H
#include "FloatColor.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "SkiaShader.h"
#include "utils/Macros.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkXfermode.h>
namespace android {
namespace uirenderer {
class Program;
class RoundRectClipState;
class Texture;
/*
* Enumerates optional vertex attributes
*
* Position is always enabled by MeshState, these other attributes
* are enabled/disabled dynamically based on mesh content.
*/
namespace VertexAttribFlags {
enum {
// Mesh is pure x,y vertex pairs
None = 0,
// Mesh has texture coordinates embedded. Note that texture can exist without this flag
// being set, if coordinates passed to sampler are determined another way.
TextureCoord = 1 << 0,
// Mesh has color embedded (to export to varying)
Color = 1 << 1,
// Mesh has alpha embedded (to export to varying)
Alpha = 1 << 2,
};
};
/*
* Enumerates transform features
*/
namespace TransformFlags {
enum {
None = 0,
// offset the eventual drawing matrix by a tiny amount to
// disambiguate sampling patterns with non-AA rendering
OffsetByFudgeFactor = 1 << 0,
// Canvas transform isn't applied to the mesh at draw time,
//since it's already built in.
MeshIgnoresCanvasTransform = 1 << 1, // TODO: remove for HWUI_NEW_OPS
};
};
/**
* Structure containing all data required to issue an OpenGL draw
*
* Includes all of the mesh, fill, and GL state required to perform
* the operation. Pieces of data are either directly copied into the
* structure, or stored as a pointer or GL object reference to data
* managed.
*
* Eventually, a Glop should be able to be drawn multiple times from
* a single construction, up until GL context destruction. Currently,
* vertex/index/Texture/RoundRectClipState pointers prevent this from
* being safe.
*/
struct Glop {
PREVENT_COPY_AND_ASSIGN(Glop);
public:
Glop() { }
struct Mesh {
GLuint primitiveMode; // GL_TRIANGLES and GL_TRIANGLE_STRIP supported
// buffer object and void* are mutually exclusive.
// Only GL_UNSIGNED_SHORT supported.
struct Indices {
GLuint bufferObject;
const void* indices;
} indices;
// buffer object and void*s are mutually exclusive.
// TODO: enforce mutual exclusion with restricted setters and/or unions
struct Vertices {
GLuint bufferObject;
int attribFlags;
const void* position;
const void* texCoord;
const void* color;
GLsizei stride;
} vertices;
int elementCount;
int vertexCount; // only used for meshes (for glDrawRangeElements)
TextureVertex mappedVertices[4];
} mesh;
struct Fill {
Program* program;
struct TextureData {
Texture* texture;
GLenum target;
GLenum filter;
GLenum clamp;
Matrix4* textureTransform;
} texture;
bool colorEnabled;
FloatColor color;
ProgramDescription::ColorFilterMode filterMode;
union Filter {
struct Matrix {
float matrix[16];
float vector[4];
} matrix;
FloatColor color;
} filter;
SkiaShaderData skiaShaderData;
} fill;
struct Transform {
// modelView transform, accounting for delta between mesh transform and content of the mesh
// often represents x/y offsets within command, or scaling for mesh unit size
Matrix4 modelView;
// Canvas transform of Glop - not necessarily applied to geometry (see flags)
Matrix4 canvas;
int transformFlags;
const Matrix4& meshTransform() const {
return (transformFlags & TransformFlags::MeshIgnoresCanvasTransform)
? Matrix4::identity() : canvas;
}
} transform;
const RoundRectClipState* roundRectClipState = nullptr;
/**
* Blending to be used by this draw - both GL_NONE if blending is disabled.
*
* Defined by fill step, but can be force-enabled by presence of kAlpha_Attrib
*/
struct Blend {
GLenum src;
GLenum dst;
} blend;
#if !HWUI_NEW_OPS
/**
* Bounds of the drawing command in layer space. Only mapped into layer
* space once GlopBuilder::build() is called.
*/
Rect bounds; // TODO: remove for HWUI_NEW_OPS
#endif
/**
* Additional render state to enumerate:
* - scissor + (bits for whether each of LTRB needed?)
* - stencil mode (draw into, mask, count, etc)
*/
};
} /* namespace uirenderer */
} /* namespace android */
#endif // ANDROID_HWUI_GLOP_H