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_FONT_RENDERER_H
#define ANDROID_HWUI_FONT_RENDERER_H
#include <utils/LruCache.h>
#include <utils/Vector.h>
#include <SkPaint.h>
#include <GLES2/gl2.h>
#include "font/FontUtil.h"
#include "font/CacheTexture.h"
#include "font/CachedGlyphInfo.h"
#include "font/Font.h"
#include "utils/SortedList.h"
#include "Matrix.h"
#include "Properties.h"
namespace RSC {
class Element;
class RS;
class ScriptIntrinsicBlur;
}
class Functor;
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class FontRenderer {
public:
FontRenderer();
~FontRenderer();
void flushLargeCaches();
void setGammaTable(const uint8_t* gammaTable) {
mGammaTable = gammaTable;
}
void setFont(SkPaint* paint, const mat4& matrix);
void precache(SkPaint* paint, const char* text, int numGlyphs, const mat4& matrix);
void endPrecaching();
// bounds is an out parameter
bool renderPosText(SkPaint* paint, const Rect* clip, const char *text, uint32_t startIndex,
uint32_t len, int numGlyphs, int x, int y, const float* positions, Rect* bounds,
Functor* functor);
// bounds is an out parameter
bool renderTextOnPath(SkPaint* paint, const Rect* clip, const char *text, uint32_t startIndex,
uint32_t len, int numGlyphs, SkPath* path, float hOffset, float vOffset, Rect* bounds);
struct DropShadow {
DropShadow() { };
DropShadow(const DropShadow& dropShadow):
width(dropShadow.width), height(dropShadow.height),
image(dropShadow.image), penX(dropShadow.penX),
penY(dropShadow.penY) {
}
uint32_t width;
uint32_t height;
uint8_t* image;
int32_t penX;
int32_t penY;
};
// After renderDropShadow returns, the called owns the memory in DropShadow.image
// and is responsible for releasing it when it's done with it
DropShadow renderDropShadow(SkPaint* paint, const char *text, uint32_t startIndex,
uint32_t len, int numGlyphs, uint32_t radius, const float* positions);
void setTextureFiltering(bool linearFiltering) {
mLinearFiltering = linearFiltering;
}
uint32_t getCacheSize() const;
private:
friend class Font;
const uint8_t* mGammaTable;
void allocateTextureMemory(CacheTexture* cacheTexture);
void deallocateTextureMemory(CacheTexture* cacheTexture);
void initTextTexture();
CacheTexture* createCacheTexture(int width, int height, bool allocate);
void cacheBitmap(const SkGlyph& glyph, CachedGlyphInfo* cachedGlyph,
uint32_t *retOriginX, uint32_t *retOriginY, bool precaching);
CacheTexture* cacheBitmapInTexture(const SkGlyph& glyph, uint32_t* startX, uint32_t* startY);
void flushAllAndInvalidate();
void initVertexArrayBuffers();
void checkInit();
void initRender(const Rect* clip, Rect* bounds, Functor* functor);
void finishRender();
void issueDrawCommand();
void appendMeshQuadNoClip(float x1, float y1, float u1, float v1,
float x2, float y2, float u2, float v2,
float x3, float y3, float u3, float v3,
float x4, float y4, float u4, float v4, CacheTexture* texture);
void appendMeshQuad(float x1, float y1, float u1, float v1,
float x2, float y2, float u2, float v2,
float x3, float y3, float u3, float v3,
float x4, float y4, float u4, float v4, CacheTexture* texture);
void appendRotatedMeshQuad(float x1, float y1, float u1, float v1,
float x2, float y2, float u2, float v2,
float x3, float y3, float u3, float v3,
float x4, float y4, float u4, float v4, CacheTexture* texture);
void removeFont(const Font* font);
void checkTextureUpdate();
void setTextureDirty() {
mUploadTexture = true;
}
uint32_t mSmallCacheWidth;
uint32_t mSmallCacheHeight;
uint32_t mLargeCacheWidth;
uint32_t mLargeCacheHeight;
Vector<CacheTexture*> mCacheTextures;
Font* mCurrentFont;
LruCache<Font::FontDescription, Font*> mActiveFonts;
CacheTexture* mCurrentCacheTexture;
bool mUploadTexture;
uint32_t mMaxNumberOfQuads;
uint32_t mIndexBufferID;
Functor* mFunctor;
const Rect* mClip;
Rect* mBounds;
bool mDrawn;
bool mInitialized;
bool mLinearFiltering;
// RS constructs
sp<RSC::RS> mRs;
sp<const RSC::Element> mRsElement;
sp<RSC::ScriptIntrinsicBlur> mRsScript;
static void computeGaussianWeights(float* weights, int32_t radius);
static void horizontalBlur(float* weights, int32_t radius, const uint8_t *source, uint8_t *dest,
int32_t width, int32_t height);
static void verticalBlur(float* weights, int32_t radius, const uint8_t *source, uint8_t *dest,
int32_t width, int32_t height);
// the input image handle may have its pointer replaced (to avoid copies)
void blurImage(uint8_t** image, int32_t width, int32_t height, int32_t radius);
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_FONT_RENDERER_H