| /* |
| * Copyright (C) 2011 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" |
| |
| #include "LayerRenderer.h" |
| #include "Properties.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Rendering |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void LayerRenderer::prepare(bool opaque) { |
| LAYER_RENDERER_LOGD("Rendering into layer, fbo = %d", mLayer->fbo); |
| |
| #if RENDER_LAYERS_AS_REGIONS |
| mLayer->region.clear(); |
| #endif |
| |
| glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &mPreviousFbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, mLayer->fbo); |
| |
| OpenGLRenderer::prepare(opaque); |
| } |
| |
| void LayerRenderer::finish() { |
| OpenGLRenderer::finish(); |
| glBindFramebuffer(GL_FRAMEBUFFER, mPreviousFbo); |
| |
| generateMesh(); |
| |
| LAYER_RENDERER_LOGD("Finished rendering into layer, fbo = %d", mLayer->mFbo); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Dirty region tracking |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| bool LayerRenderer::hasLayer() { |
| return true; |
| } |
| |
| Region* LayerRenderer::getRegion() { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (getSnapshot()->flags & Snapshot::kFlagFboTarget) { |
| return OpenGLRenderer::getRegion(); |
| } |
| return &mLayer->region; |
| #else |
| return OpenGLRenderer::getRegion(); |
| #endif |
| } |
| |
| void LayerRenderer::generateMesh() { |
| #if RENDER_LAYERS_AS_REGIONS |
| if (mLayer->region.isRect() || mLayer->region.isEmpty()) { |
| if (mLayer->mesh) { |
| delete mLayer->mesh; |
| delete mLayer->meshIndices; |
| |
| mLayer->mesh = NULL; |
| mLayer->meshIndices = NULL; |
| mLayer->meshElementCount = 0; |
| } |
| return; |
| } |
| |
| size_t count; |
| const android::Rect* rects = mLayer->region.getArray(&count); |
| |
| GLsizei elementCount = count * 6; |
| |
| if (mLayer->mesh && mLayer->meshElementCount < elementCount) { |
| delete mLayer->mesh; |
| delete mLayer->meshIndices; |
| |
| mLayer->mesh = NULL; |
| mLayer->meshIndices = NULL; |
| } |
| |
| if (!mLayer->mesh) { |
| mLayer->mesh = new TextureVertex[count * 4]; |
| mLayer->meshIndices = new uint16_t[elementCount]; |
| mLayer->meshElementCount = elementCount; |
| } |
| |
| const float texX = 1.0f / float(mLayer->width); |
| const float texY = 1.0f / float(mLayer->height); |
| const float height = mLayer->layer.getHeight(); |
| |
| TextureVertex* mesh = mLayer->mesh; |
| uint16_t* indices = mLayer->meshIndices; |
| |
| for (size_t i = 0; i < count; i++) { |
| const android::Rect* r = &rects[i]; |
| |
| const float u1 = r->left * texX; |
| const float v1 = (height - r->top) * texY; |
| const float u2 = r->right * texX; |
| const float v2 = (height - r->bottom) * texY; |
| |
| TextureVertex::set(mesh++, r->left, r->top, u1, v1); |
| TextureVertex::set(mesh++, r->right, r->top, u2, v1); |
| TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); |
| TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); |
| |
| uint16_t quad = i * 4; |
| int index = i * 6; |
| indices[index ] = quad; // top-left |
| indices[index + 1] = quad + 1; // top-right |
| indices[index + 2] = quad + 2; // bottom-left |
| indices[index + 3] = quad + 2; // bottom-left |
| indices[index + 4] = quad + 1; // top-right |
| indices[index + 5] = quad + 3; // bottom-right |
| } |
| #endif |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Layers management |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| Layer* LayerRenderer::createLayer(uint32_t width, uint32_t height, bool isOpaque) { |
| LAYER_RENDERER_LOGD("Creating new layer %dx%d", width, height); |
| |
| Layer* layer = new Layer(width, height); |
| |
| GLuint previousFbo; |
| glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*) &previousFbo); |
| |
| glGenFramebuffers(1, &layer->fbo); |
| glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); |
| |
| if (glGetError() != GL_NO_ERROR) { |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| glDeleteBuffers(1, &layer->fbo); |
| return 0; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &layer->texture); |
| glBindTexture(GL_TEXTURE_2D, layer->texture); |
| |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 4); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| |
| if (glGetError() != GL_NO_ERROR) { |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| glDeleteBuffers(1, &layer->fbo); |
| glDeleteTextures(1, &layer->texture); |
| delete layer; |
| return 0; |
| } |
| |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| layer->texture, 0); |
| |
| if (glGetError() != GL_NO_ERROR) { |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| glDeleteBuffers(1, &layer->fbo); |
| glDeleteTextures(1, &layer->texture); |
| delete layer; |
| return 0; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); |
| |
| layer->layer.set(0.0f, 0.0f, width, height); |
| layer->texCoords.set(0.0f, 1.0f, 1.0f, 0.0f); |
| layer->alpha = 255; |
| layer->mode = SkXfermode::kSrcOver_Mode; |
| layer->blend = !isOpaque; |
| layer->empty = false; |
| layer->colorFilter = NULL; |
| |
| return layer; |
| } |
| |
| bool LayerRenderer::resizeLayer(Layer* layer, uint32_t width, uint32_t height) { |
| if (layer) { |
| LAYER_RENDERER_LOGD("Resizing layer fbo = %d to %dx%d", layer->fbo, width, height); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, layer->texture); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| |
| if (glGetError() != GL_NO_ERROR) { |
| glDeleteBuffers(1, &layer->fbo); |
| glDeleteTextures(1, &layer->texture); |
| |
| layer->width = 0; |
| layer->height = 0; |
| layer->fbo = 0; |
| layer->texture = 0; |
| |
| return false; |
| } |
| |
| layer->width = width; |
| layer->height = height; |
| } |
| return true; |
| } |
| |
| void LayerRenderer::destroyLayer(Layer* layer) { |
| if (layer) { |
| LAYER_RENDERER_LOGD("Destroying layer, fbo = %d", layer->fbo); |
| |
| if (layer->fbo) glDeleteFramebuffers(1, &layer->fbo); |
| if (layer->texture) glDeleteTextures(1, &layer->texture); |
| |
| delete layer; |
| } |
| } |
| |
| void LayerRenderer::destroyLayerDeferred(Layer* layer) { |
| if (layer) { |
| LAYER_RENDERER_LOGD("Deferring layer destruction, fbo = %d", layer->fbo); |
| |
| Caches::getInstance().deleteLayerDeferred(layer); |
| } |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |