Leon Scroggins III d1ad5e62fd Inspect SkShader to determine hw shader.
Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.

core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.

core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.

graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.

libs/hwui/Caches.h:
Include Extensions.h.

libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.

libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.

libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.

libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.

libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.

libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

BUG:10650594

Change-Id: Iaa7189178bda1c55f96da044d2a9fa602ba36034
2014-05-22 14:46:59 -04:00

431 lines
11 KiB
C++

/*
* 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 <GLES3/gl3.h>
#include <utils/KeyedVector.h>
#include <utils/Singleton.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include "thread/TaskProcessor.h"
#include "thread/TaskManager.h"
#include "AssetAtlas.h"
#include "Extensions.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
///////////////////////////////////////////////////////////////////////////////
// GL ES 2.0 defines that at least 16 texture units must be supported
#define REQUIRED_TEXTURE_UNITS_COUNT 3
// Maximum number of quads that pre-allocated meshes can draw
static const uint32_t gMaxNumberOfQuads = 2048;
// 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;
// Must define as many texture units as specified by REQUIRED_TEXTURE_UNITS_COUNT
static const GLenum gTextureUnits[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
// Debug
///////////////////////////////////////////////////////////////////////////////
struct CacheLogger {
CacheLogger() {
INIT_LOGD("Creating OpenGL renderer caches");
}
}; // struct CacheLogger
///////////////////////////////////////////////////////////////////////////////
// Caches
///////////////////////////////////////////////////////////////////////////////
class RenderNode;
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.
*/
bool 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;
}
/**
* Returns a non-premultiplied ARGB color for the specified
* amount of overdraw (1 for 1x, 2 for 2x, etc.)
*/
uint32_t getOverdrawColor(uint32_t amount) const;
/**
* 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);
/**
* 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();
/**
* Binds a global indices buffer that can draw up to
* gMaxNumberOfQuads quads.
*/
bool bindQuadIndicesBuffer();
bool bindShadowIndicesBuffer();
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, const 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, const 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);
/**
* Invalidate the cached value of the active texture unit.
*/
void resetActiveTexture();
/**
* Binds the specified texture as a GL_TEXTURE_2D texture.
* All texture bindings must be performed with this method or
* bindTexture(GLenum, GLuint).
*/
void bindTexture(GLuint texture);
/**
* Binds the specified texture with the specified render target.
* All texture bindings must be performed with this method or
* bindTexture(GLuint).
*/
void bindTexture(GLenum target, GLuint texture);
/**
* Deletes the specified texture and clears it from the cache
* of bound textures.
* All textures must be deleted using this method.
*/
void deleteTexture(GLuint texture);
/**
* Signals that the cache of bound textures should be cleared.
* Other users of the context may have altered which textures are bound.
*/
void resetBoundTextures();
/**
* 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;
AssetAtlas assetAtlas;
bool gpuPixelBuffersEnabled;
// Debug methods
PFNGLINSERTEVENTMARKEREXTPROC eventMark;
PFNGLPUSHGROUPMARKEREXTPROC startMark;
PFNGLPOPGROUPMARKEREXTPROC endMark;
PFNGLLABELOBJECTEXTPROC setLabel;
PFNGLGETOBJECTLABELEXTPROC getLabel;
// TEMPORARY properties
void initTempProperties();
void setTempProperty(const char* name, const char* value);
float propertyLightDiameter;
float propertyLightPosY;
float propertyLightPosZ;
float propertyAmbientRatio;
int propertyAmbientShadowStrength;
int propertySpotShadowStrength;
private:
enum OverdrawColorSet {
kColorSet_Default = 0,
kColorSet_Deuteranomaly
};
void initFont();
void initExtensions();
void initConstraints();
void initStaticProperties();
bool bindIndicesBufferInternal(const GLuint buffer);
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;
const void* mCurrentPositionPointer;
GLsizei mCurrentPositionStride;
const void* mCurrentTexCoordsPointer;
GLsizei mCurrentTexCoordsStride;
bool mTexCoordsArrayEnabled;
GLuint mTextureUnit;
GLint mScissorX;
GLint mScissorY;
GLint mScissorWidth;
GLint mScissorHeight;
Extensions& mExtensions;
// Used to render layers
TextureVertex* mRegionMesh;
// Global index buffer
GLuint mMeshIndices;
GLuint mShadowStripsIndices;
mutable Mutex mGarbageLock;
Vector<Layer*> mLayerGarbage;
DebugLevel mDebugLevel;
bool mInitialized;
uint32_t mFunctorsCount;
GLuint mBoundTextures[REQUIRED_TEXTURE_UNITS_COUNT];
OverdrawColorSet mOverdrawDebugColorSet;
}; // class Caches
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_CACHES_H