android_frameworks_base/libs/hwui/DeferredDisplayList.cpp
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

410 lines
14 KiB
C++

/*
* Copyright (C) 2013 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.
*/
#define LOG_TAG "OpenGLRenderer"
#define ATRACE_TAG ATRACE_TAG_VIEW
#include <SkCanvas.h>
#include <utils/Trace.h>
#include "Caches.h"
#include "Debug.h"
#include "DisplayListOp.h"
#include "OpenGLRenderer.h"
#if DEBUG_DEFER
#define DEFER_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DEFER_LOGD(...)
#endif
namespace android {
namespace uirenderer {
// Depth of the save stack at the beginning of batch playback at flush time
#define FLUSH_SAVE_STACK_DEPTH 2
/////////////////////////////////////////////////////////////////////////////////
// Operation Batches
/////////////////////////////////////////////////////////////////////////////////
class DrawOpBatch {
public:
DrawOpBatch() { mOps.clear(); }
virtual ~DrawOpBatch() { mOps.clear(); }
void add(DrawOp* op) {
// NOTE: ignore empty bounds special case, since we don't merge across those ops
mBounds.unionWith(op->state.mBounds);
mOps.add(op);
}
virtual bool intersects(Rect& rect) {
if (!rect.intersects(mBounds)) return false;
for (unsigned int i = 0; i < mOps.size(); i++) {
if (rect.intersects(mOps[i]->state.mBounds)) {
#if DEBUG_DEFER
DEFER_LOGD("op intersects with op %p with bounds %f %f %f %f:", mOps[i],
mOps[i]->state.mBounds.left, mOps[i]->state.mBounds.top,
mOps[i]->state.mBounds.right, mOps[i]->state.mBounds.bottom);
mOps[i]->output(2);
#endif
return true;
}
}
return false;
}
virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty) {
DEFER_LOGD("replaying draw batch %p", this);
status_t status = DrawGlInfo::kStatusDone;
DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
for (unsigned int i = 0; i < mOps.size(); i++) {
DrawOp* op = mOps[i];
renderer.restoreDisplayState(op->state);
#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
renderer.eventMark(op->name());
#endif
status |= op->applyDraw(renderer, dirty, 0);
logBuffer.writeCommand(0, op->name());
}
return status;
}
inline int count() const { return mOps.size(); }
private:
Vector<DrawOp*> mOps;
Rect mBounds;
};
class StateOpBatch : public DrawOpBatch {
public:
// creates a single operation batch
StateOpBatch(StateOp* op) : mOp(op) {}
bool intersects(Rect& rect) {
// if something checks for intersection, it's trying to go backwards across a state op,
// something not currently supported - state ops are always barriers
CRASH();
return false;
}
virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty) {
DEFER_LOGD("replaying state op batch %p", this);
renderer.restoreDisplayState(mOp->state);
// use invalid save count because it won't be used at flush time - RestoreToCountOp is the
// only one to use it, and we don't use that class at flush time, instead calling
// renderer.restoreToCount directly
int saveCount = -1;
mOp->applyState(renderer, saveCount);
return DrawGlInfo::kStatusDone;
}
private:
const StateOp* mOp;
};
class RestoreToCountBatch : public DrawOpBatch {
public:
RestoreToCountBatch(StateOp* op, int restoreCount) : mOp(op), mRestoreCount(restoreCount) {}
bool intersects(Rect& rect) {
// if something checks for intersection, it's trying to go backwards across a state op,
// something not currently supported - state ops are always barriers
CRASH();
return false;
}
virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty) {
DEFER_LOGD("batch %p restoring to count %d", this, mRestoreCount);
renderer.restoreDisplayState(mOp->state);
renderer.restoreToCount(mRestoreCount);
return DrawGlInfo::kStatusDone;
}
private:
// we use the state storage for the RestoreToCountOp, but don't replay the op itself
const StateOp* mOp;
/*
* The count used here represents the flush() time saveCount. This is as opposed to the
* DisplayList record time, or defer() time values (which are RestoreToCountOp's mCount, and
* (saveCount + mCount) respectively). Since the count is different from the original
* RestoreToCountOp, we don't store a pointer to the op, as elsewhere.
*/
const int mRestoreCount;
};
/////////////////////////////////////////////////////////////////////////////////
// DeferredDisplayList
/////////////////////////////////////////////////////////////////////////////////
void DeferredDisplayList::resetBatchingState() {
for (int i = 0; i < kOpBatch_Count; i++) {
mBatchIndices[i] = -1;
}
}
void DeferredDisplayList::clear() {
resetBatchingState();
mComplexClipStackStart = -1;
for (unsigned int i = 0; i < mBatches.size(); i++) {
delete mBatches[i];
}
mBatches.clear();
mSaveStack.clear();
}
/////////////////////////////////////////////////////////////////////////////////
// Operation adding
/////////////////////////////////////////////////////////////////////////////////
int DeferredDisplayList::getStateOpDeferFlags() const {
// For both clipOp and save(Layer)Op, we don't want to save drawing info, and only want to save
// the clip if we aren't recording a complex clip (and can thus trust it to be a rect)
return recordingComplexClip() ? 0 : kStateDeferFlag_Clip;
}
int DeferredDisplayList::getDrawOpDeferFlags() const {
return kStateDeferFlag_Draw | getStateOpDeferFlags();
}
/**
* When an clipping operation occurs that could cause a complex clip, record the operation and all
* subsequent clipOps, save/restores (if the clip flag is set). During a flush, instead of loading
* the clip from deferred state, we play back all of the relevant state operations that generated
* the complex clip.
*
* Note that we don't need to record the associated restore operation, since operations at defer
* time record whether they should store the renderer's current clip
*/
void DeferredDisplayList::addClip(OpenGLRenderer& renderer, ClipOp* op) {
if (recordingComplexClip() || op->canCauseComplexClip() || !renderer.hasRectToRectTransform()) {
DEFER_LOGD("%p Received complex clip operation %p", this, op);
// NOTE: defer clip op before setting mComplexClipStackStart so previous clip is recorded
storeStateOpBarrier(renderer, op);
if (!recordingComplexClip()) {
mComplexClipStackStart = renderer.getSaveCount() - 1;
DEFER_LOGD(" Starting complex clip region, start is %d", mComplexClipStackStart);
}
}
}
/**
* For now, we record save layer operations as barriers in the batch list, preventing drawing
* operations from reordering around the saveLayer and it's associated restore()
*
* In the future, we should send saveLayer commands (if they can be played out of order) and their
* contained drawing operations to a seperate list of batches, so that they may draw at the
* beginning of the frame. This would avoid targetting and removing an FBO in the middle of a frame.
*
* saveLayer operations should be pulled to the beginning of the frame if the canvas doesn't have a
* complex clip, and if the flags (kClip_SaveFlag & kClipToLayer_SaveFlag) are set.
*/
void DeferredDisplayList::addSaveLayer(OpenGLRenderer& renderer,
SaveLayerOp* op, int newSaveCount) {
DEFER_LOGD("%p adding saveLayerOp %p, flags %x, new count %d",
this, op, op->getFlags(), newSaveCount);
storeStateOpBarrier(renderer, op);
mSaveStack.push(newSaveCount);
}
/**
* Takes save op and it's return value - the new save count - and stores it into the stream as a
* barrier if it's needed to properly modify a complex clip
*/
void DeferredDisplayList::addSave(OpenGLRenderer& renderer, SaveOp* op, int newSaveCount) {
int saveFlags = op->getFlags();
DEFER_LOGD("%p adding saveOp %p, flags %x, new count %d", this, op, saveFlags, newSaveCount);
if (recordingComplexClip() && (saveFlags & SkCanvas::kClip_SaveFlag)) {
// store and replay the save operation, as it may be needed to correctly playback the clip
DEFER_LOGD(" adding save barrier with new save count %d", newSaveCount);
storeStateOpBarrier(renderer, op);
mSaveStack.push(newSaveCount);
}
}
/**
* saveLayer() commands must be associated with a restoreToCount batch that will clean up and draw
* the layer in the deferred list
*
* other save() commands which occur as children of a snapshot with complex clip will be deferred,
* and must be restored
*
* Either will act as a barrier to draw operation reordering, as we want to play back layer
* save/restore and complex canvas modifications (including save/restore) in order.
*/
void DeferredDisplayList::addRestoreToCount(OpenGLRenderer& renderer, StateOp* op,
int newSaveCount) {
DEFER_LOGD("%p addRestoreToCount %d", this, newSaveCount);
if (recordingComplexClip() && newSaveCount <= mComplexClipStackStart) {
mComplexClipStackStart = -1;
resetBatchingState();
}
if (mSaveStack.isEmpty() || newSaveCount > mSaveStack.top()) {
return;
}
while (!mSaveStack.isEmpty() && mSaveStack.top() >= newSaveCount) mSaveStack.pop();
storeRestoreToCountBarrier(renderer, op, mSaveStack.size() + FLUSH_SAVE_STACK_DEPTH);
}
void DeferredDisplayList::addDrawOp(OpenGLRenderer& renderer, DrawOp* op) {
if (renderer.storeDisplayState(op->state, getDrawOpDeferFlags())) {
return; // quick rejected
}
op->onDrawOpDeferred(renderer);
if (CC_UNLIKELY(renderer.getCaches().drawReorderDisabled)) {
// TODO: elegant way to reuse batches?
DrawOpBatch* b = new DrawOpBatch();
b->add(op);
mBatches.add(b);
return;
}
// disallowReorder isn't set, so find the latest batch of the new op's type, and try to merge
// the new op into it
DrawOpBatch* targetBatch = NULL;
int batchId = op->getBatchId();
if (!mBatches.isEmpty()) {
if (op->state.mBounds.isEmpty()) {
// don't know the bounds for op, so add to last batch and start from scratch on next op
mBatches.top()->add(op);
for (int i = 0; i < kOpBatch_Count; i++) {
mBatchIndices[i] = -1;
}
#if DEBUG_DEFER
DEFER_LOGD("Warning: Encountered op with empty bounds, resetting batches");
op->output(2);
#endif
return;
}
if (batchId >= 0 && mBatchIndices[batchId] != -1) {
int targetIndex = mBatchIndices[batchId];
targetBatch = mBatches[targetIndex];
// iterate back toward target to see if anything drawn since should overlap the new op
for (int i = mBatches.size() - 1; i > targetIndex; i--) {
DrawOpBatch* overBatch = mBatches[i];
if (overBatch->intersects(op->state.mBounds)) {
targetBatch = NULL;
#if DEBUG_DEFER
DEFER_LOGD("op couldn't join batch %d, was intersected by batch %d",
targetIndex, i);
op->output(2);
#endif
break;
}
}
}
}
if (!targetBatch) {
targetBatch = new DrawOpBatch();
mBatches.add(targetBatch);
if (batchId >= 0) {
mBatchIndices[batchId] = mBatches.size() - 1;
}
}
targetBatch->add(op);
}
void DeferredDisplayList::storeStateOpBarrier(OpenGLRenderer& renderer, StateOp* op) {
DEFER_LOGD("%p adding state op barrier at pos %d", this, mBatches.size());
renderer.storeDisplayState(op->state, getStateOpDeferFlags());
mBatches.add(new StateOpBatch(op));
resetBatchingState();
}
void DeferredDisplayList::storeRestoreToCountBarrier(OpenGLRenderer& renderer, StateOp* op,
int newSaveCount) {
DEFER_LOGD("%p adding restore to count %d barrier, pos %d",
this, newSaveCount, mBatches.size());
// store displayState for the restore operation, as it may be associated with a saveLayer that
// doesn't have kClip_SaveFlag set
renderer.storeDisplayState(op->state, getStateOpDeferFlags());
mBatches.add(new RestoreToCountBatch(op, newSaveCount));
resetBatchingState();
}
/////////////////////////////////////////////////////////////////////////////////
// Replay / flush
/////////////////////////////////////////////////////////////////////////////////
static status_t replayBatchList(Vector<DrawOpBatch*>& batchList,
OpenGLRenderer& renderer, Rect& dirty) {
status_t status = DrawGlInfo::kStatusDone;
int opCount = 0;
for (unsigned int i = 0; i < batchList.size(); i++) {
status |= batchList[i]->replay(renderer, dirty);
opCount += batchList[i]->count();
}
DEFER_LOGD("--flushed, drew %d batches (total %d ops)", batchList.size(), opCount);
return status;
}
status_t DeferredDisplayList::flush(OpenGLRenderer& renderer, Rect& dirty) {
ATRACE_NAME("flush drawing commands");
Caches::getInstance().fontRenderer->endPrecaching();
status_t status = DrawGlInfo::kStatusDone;
if (isEmpty()) return status; // nothing to flush
renderer.restoreToCount(1);
DEFER_LOGD("--flushing");
renderer.eventMark("Flush");
// save and restore (with draw modifiers) so that reordering doesn't affect final state
DrawModifiers restoreDrawModifiers = renderer.getDrawModifiers();
renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
// NOTE: depth of the save stack at this point, before playback, should be reflected in
// FLUSH_SAVE_STACK_DEPTH, so that save/restores match up correctly
status |= replayBatchList(mBatches, renderer, dirty);
renderer.restoreToCount(1);
renderer.setDrawModifiers(restoreDrawModifiers);
DEFER_LOGD("--flush complete, returning %x", status);
clear();
return status;
}
}; // namespace uirenderer
}; // namespace android