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Commit f18fd99b authored by Romain Guy's avatar Romain Guy
Browse files

Create FBOs in LayerCache.

This moves a bit of code away from OpenGLRenderer and matches
what happens with the TextureCache.

Change-Id: I3c67f54f83d7240770daa015861c0e75a1dd8c42
parent 132f2259
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+47 −1
Original line number Diff line number Diff line
@@ -18,6 +18,8 @@

#include <GLES2/gl2.h>

#include <utils/Log.h>

#include "LayerCache.h"

namespace android {
@@ -84,11 +86,55 @@ void LayerCache::clear() {
    mCache.setOnEntryRemovedListener(NULL);
}

Layer* LayerCache::get(LayerSize& size) {
Layer* LayerCache::get(LayerSize& size, GLuint previousFbo) {
    Layer* layer = mCache.remove(size);
    if (layer) {
        LAYER_LOGD("Reusing layer");

        mSize -= layer->layer.getWidth() * layer->layer.getHeight() * 4;
    } else {
        LAYER_LOGD("Creating new layer");

        layer = new Layer;
        layer->blend = true;

        // Generate the FBO and attach the texture
        glGenFramebuffers(1, &layer->fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);

        // Generate the texture in which the FBO will draw
        glGenTextures(1, &layer->texture);
        glBindTexture(GL_TEXTURE_2D, layer->texture);

        // The FBO will not be scaled, so we can use lower quality filtering
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        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, size.width, size.height, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
        glBindTexture(GL_TEXTURE_2D, 0);

        // Bind texture to FBO
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                layer->texture, 0);

        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (status != GL_FRAMEBUFFER_COMPLETE) {
            LOGE("Framebuffer incomplete (GL error code 0x%x)", status);

            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);

            glDeleteFramebuffers(1, &layer->fbo);
            glDeleteTextures(1, &layer->texture);
            delete layer;

            return NULL;
        }
    }

    return layer;
}

+32 −2
Original line number Diff line number Diff line
@@ -23,6 +23,24 @@
namespace android {
namespace uirenderer {

///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////

// Debug
#define DEBUG_LAYERS 0

// Debug
#if DEBUG_LAYERS
    #define LAYER_LOGD(...) LOGD(__VA_ARGS__)
#else
    #define LAYER_LOGD(...)
#endif

///////////////////////////////////////////////////////////////////////////////
// Cache
///////////////////////////////////////////////////////////////////////////////

class LayerCache: public OnEntryRemoved<LayerSize, Layer*> {
public:
    LayerCache(uint32_t maxByteSize);
@@ -35,13 +53,25 @@ public:
    void operator()(LayerSize& bitmap, Layer*& texture);

    /**
     * Returns the layer of specified dimensions, NULL if cannot be found.
     * Returns the layer of specified dimensions. If not suitable layer
     * can be found, a new one is created and returned. If creating a new
     * layer fails, NULL is returned.
     *
     * When a layer is obtained from the cache, it is removed and the total
     * size of the cache goes down.
     *
     * @param size The dimensions of the desired layer
     * @param previousFbo The name of the FBO to bind to if creating a new
     *        layer fails
     */
    Layer* get(LayerSize& size);
    Layer* get(LayerSize& size, GLuint previousFbo);
    /**
     * Adds the layer to the cache. The layer will not be added if there is
     * not enough space available.
     *
     * @param size The dimensions of the layer
     * @param layer The layer to add to the cache
     *
     * @return True if the layer was added, false otherwise.
     */
    bool put(LayerSize& size, Layer* layer);
+10 −61
Original line number Diff line number Diff line
@@ -34,9 +34,6 @@ namespace uirenderer {
// Defines
///////////////////////////////////////////////////////////////////////////////

// Debug
#define DEBUG_LAYERS 0

// These properties are defined in mega-bytes
#define PROPERTY_TEXTURE_CACHE_SIZE "ro.hwui.texture_cache_size"
#define PROPERTY_LAYER_CACHE_SIZE "ro.hwui.layer_cache_size"
@@ -51,13 +48,6 @@ namespace uirenderer {
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }

// Debug
#if DEBUG_LAYERS
    #define LAYER_LOGD(...) LOGD(__VA_ARGS__)
#else
    #define LAYER_LOGD(...)
#endif

///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
@@ -253,6 +243,8 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
            layer->texture, layer->alpha, layer->mode, layer->blend, true);

    LayerSize size(rect.getWidth(), rect.getHeight());
    // Failing to add the layer to the cache should happen only if the
    // layer is too large
    if (!mLayerCache.put(size, layer)) {
        LAYER_LOGD("Deleting layer");

@@ -300,62 +292,19 @@ int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bot
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
        float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {

    LayerSize size(right - left, bottom - top);
    Layer* layer = mLayerCache.get(size);

    LAYER_LOGD("Requesting layer %dx%d", size.width, size.height);
    LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize());

    if (!layer) {
        LAYER_LOGD("Creating new layer");

        layer = new Layer;
        layer->blend = true;

        // Generate the FBO and attach the texture
        glGenFramebuffers(1, &layer->fbo);
        glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);

        // Generate the texture in which the FBO will draw
        glGenTextures(1, &layer->texture);
        glBindTexture(GL_TEXTURE_2D, layer->texture);

        // The FBO will not be scaled, so we can use lower quality filtering
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        // TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time

        const GLsizei width = right - left;
        const GLsizei height = bottom - top;

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
        glBindTexture(GL_TEXTURE_2D, 0);

        // Bind texture to FBO
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                layer->texture, 0);

        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (status != GL_FRAMEBUFFER_COMPLETE) {
            LOGD("Framebuffer incomplete (GL error code 0x%x)", status);

    GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
            glBindFramebuffer(GL_FRAMEBUFFER, previousFbo);

            glDeleteFramebuffers(1, &layer->fbo);
            glDeleteTextures(1, &layer->texture);
            delete layer;
    LayerSize size(right - left, bottom - top);

    // TODO VERY IMPORTANT: Fix TextView to not call saveLayer() all the time
    Layer* layer = mLayerCache.get(size, previousFbo);
    if (!layer) {
        return false;
    }
    } else {
        LAYER_LOGD("Reusing layer");

    glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
    }

    // Clear the FBO
    glDisable(GL_SCISSOR_TEST);