/* * Copyright (C) 2014 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. */ #include "renderstate/RenderState.h" #include #include "DeferredLayerUpdater.h" #include "GlLayer.h" #include "VkLayer.h" #include "Snapshot.h" #include "renderthread/CanvasContext.h" #include "renderthread/EglManager.h" #include "utils/GLUtils.h" #include #include namespace android { namespace uirenderer { RenderState::RenderState(renderthread::RenderThread& thread) : mRenderThread(thread), mViewportWidth(0), mViewportHeight(0), mFramebuffer(0) { mThreadId = pthread_self(); } RenderState::~RenderState() { } void RenderState::onGLContextCreated() { GpuMemoryTracker::onGpuContextCreated(); // This is delayed because the first access of Caches makes GL calls if (!mCaches) { mCaches = &Caches::createInstance(*this); } mCaches->init(); } static void layerLostGlContext(Layer* layer) { LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL, "layerLostGlContext on non GL layer"); static_cast(layer)->onGlContextLost(); } void RenderState::onGLContextDestroyed() { // TODO: reset all cached state in state objects std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); mCaches->terminate(); destroyLayersInUpdater(); GpuMemoryTracker::onGpuContextDestroyed(); } void RenderState::onVkContextCreated() { GpuMemoryTracker::onGpuContextCreated(); } static void layerDestroyedVkContext(Layer* layer) { LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::Vulkan, "layerLostVkContext on non Vulkan layer"); static_cast(layer)->onVkContextDestroyed(); } void RenderState::onVkContextDestroyed() { std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerDestroyedVkContext); destroyLayersInUpdater(); GpuMemoryTracker::onGpuContextDestroyed(); } GrContext* RenderState::getGrContext() const { return mRenderThread.getGrContext(); } void RenderState::flush(Caches::FlushMode mode) { if (mCaches) mCaches->flush(mode); } void RenderState::onBitmapDestroyed(uint32_t pixelRefId) { // DEAD CODE } void RenderState::setViewport(GLsizei width, GLsizei height) { mViewportWidth = width; mViewportHeight = height; glViewport(0, 0, mViewportWidth, mViewportHeight); } void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) { *outWidth = mViewportWidth; *outHeight = mViewportHeight; } void RenderState::bindFramebuffer(GLuint fbo) { if (mFramebuffer != fbo) { mFramebuffer = fbo; glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); } } GLuint RenderState::createFramebuffer() { GLuint ret; glGenFramebuffers(1, &ret); return ret; } void RenderState::deleteFramebuffer(GLuint fbo) { if (mFramebuffer == fbo) { // GL defines that deleting the currently bound FBO rebinds FBO 0. // Reflect this in our cached value. mFramebuffer = 0; } glDeleteFramebuffers(1, &fbo); } void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlInfo* info) { if (mode == DrawGlInfo::kModeProcessNoContext) { // If there's no context we don't need to interrupt as there's // no gl state to save/restore (*functor)(mode, info); } else { interruptForFunctorInvoke(); (*functor)(mode, info); resumeFromFunctorInvoke(); } } void RenderState::interruptForFunctorInvoke() { mCaches->textureState().resetActiveTexture(); debugOverdraw(false, false); // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) { glDisable(GL_FRAMEBUFFER_SRGB_EXT); } } void RenderState::resumeFromFunctorInvoke() { if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) { glEnable(GL_FRAMEBUFFER_SRGB_EXT); } glViewport(0, 0, mViewportWidth, mViewportHeight); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); debugOverdraw(false, false); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); mCaches->textureState().activateTexture(0); mCaches->textureState().resetBoundTextures(); } void RenderState::debugOverdraw(bool enable, bool clear) { // DEAD CODE } static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) { layerUpdater->destroyLayer(); } void RenderState::destroyLayersInUpdater() { std::for_each(mActiveLayerUpdaters.begin(), mActiveLayerUpdaters.end(), destroyLayerInUpdater); } void RenderState::postDecStrong(VirtualLightRefBase* object) { if (pthread_equal(mThreadId, pthread_self())) { object->decStrong(nullptr); } else { mRenderThread.queue().post([object]() { object->decStrong(nullptr); }); } } /////////////////////////////////////////////////////////////////////////////// // Render /////////////////////////////////////////////////////////////////////////////// void RenderState::dump() { // DEAD CODE } } /* namespace uirenderer */ } /* namespace android */