mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
686 lines
27 KiB
Java
686 lines
27 KiB
Java
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Android code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2009-2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Patrick Walton <pcwalton@mozilla.com>
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* Chris Lord <chrislord.net@gmail.com>
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* Arkady Blyakher <rkadyb@mit.edu>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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package org.mozilla.gecko.gfx;
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import org.mozilla.gecko.gfx.BufferedCairoImage;
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import org.mozilla.gecko.gfx.IntSize;
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import org.mozilla.gecko.gfx.Layer.RenderContext;
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import org.mozilla.gecko.gfx.LayerController;
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import org.mozilla.gecko.gfx.NinePatchTileLayer;
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import org.mozilla.gecko.gfx.SingleTileLayer;
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import org.mozilla.gecko.gfx.TextureReaper;
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import org.mozilla.gecko.gfx.TextureGenerator;
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import org.mozilla.gecko.gfx.TextLayer;
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import org.mozilla.gecko.gfx.TileLayer;
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import org.mozilla.gecko.GeckoAppShell;
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import android.content.Context;
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import android.content.SharedPreferences;
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import android.graphics.Point;
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import android.graphics.PointF;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.graphics.Region;
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import android.graphics.RegionIterator;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.os.SystemClock;
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import android.util.DisplayMetrics;
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import android.util.Log;
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import android.view.WindowManager;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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/**
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* The layer renderer implements the rendering logic for a layer view.
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*/
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public class LayerRenderer implements GLSurfaceView.Renderer {
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private static final String LOGTAG = "GeckoLayerRenderer";
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private static final String PROFTAG = "GeckoLayerRendererProf";
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/*
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* The amount of time a frame is allowed to take to render before we declare it a dropped
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* frame.
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*/
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private static final int MAX_FRAME_TIME = 16; /* 1000 ms / 60 FPS */
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private static final int FRAME_RATE_METER_WIDTH = 128;
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private static final int FRAME_RATE_METER_HEIGHT = 32;
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private final LayerView mView;
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private final SingleTileLayer mBackgroundLayer;
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private final CheckerboardImage mCheckerboardImage;
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private final SingleTileLayer mCheckerboardLayer;
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private final NinePatchTileLayer mShadowLayer;
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private TextLayer mFrameRateLayer;
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private final ScrollbarLayer mHorizScrollLayer;
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private final ScrollbarLayer mVertScrollLayer;
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private final FadeRunnable mFadeRunnable;
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private final FloatBuffer mCoordBuffer;
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private RenderContext mLastPageContext;
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private int mMaxTextureSize;
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private ArrayList<Layer> mExtraLayers = new ArrayList<Layer>();
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// Dropped frames display
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private int[] mFrameTimings;
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private int mCurrentFrame, mFrameTimingsSum, mDroppedFrames;
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// Render profiling output
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private int mFramesRendered;
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private float mCompleteFramesRendered;
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private boolean mProfileRender;
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private long mProfileOutputTime;
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/* Used by robocop for testing purposes */
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private IntBuffer mPixelBuffer;
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// Used by GLES 2.0
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private int mProgram;
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private int mPositionHandle;
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private int mTextureHandle;
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private int mSampleHandle;
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private int mTMatrixHandle;
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// column-major matrix applied to each vertex to shift the viewport from
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// one ranging from (-1, -1),(1,1) to (0,0),(1,1) and to scale all sizes by
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// a factor of 2 to fill up the screen
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public static final float[] DEFAULT_TEXTURE_MATRIX = {
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2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 2.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f
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};
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private static final int COORD_BUFFER_SIZE = 20;
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// The shaders run on the GPU directly, the vertex shader is only applying the
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// matrix transform detailed above
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public static final String DEFAULT_VERTEX_SHADER =
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"uniform mat4 uTMatrix;\n" +
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"attribute vec4 vPosition;\n" +
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"attribute vec2 aTexCoord;\n" +
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"varying vec2 vTexCoord;\n" +
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"void main() {\n" +
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" gl_Position = uTMatrix * vPosition;\n" +
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" vTexCoord = aTexCoord;\n" +
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"}\n";
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// Note we flip the y-coordinate in the fragment shader from a
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// coordinate system with (0,0) in the top left to one with (0,0) in
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// the bottom left.
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public static final String DEFAULT_FRAGMENT_SHADER =
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"precision mediump float;\n" +
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"varying vec2 vTexCoord;\n" +
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"uniform sampler2D sTexture;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D(sTexture, vec2(vTexCoord.x, 1.0 - vTexCoord.y));\n" +
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"}\n";
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public LayerRenderer(LayerView view) {
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mView = view;
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LayerController controller = view.getController();
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CairoImage backgroundImage = new BufferedCairoImage(controller.getBackgroundPattern());
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mBackgroundLayer = new SingleTileLayer(true, backgroundImage);
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mCheckerboardImage = new CheckerboardImage();
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mCheckerboardLayer = new SingleTileLayer(true, mCheckerboardImage);
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CairoImage shadowImage = new BufferedCairoImage(controller.getShadowPattern());
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mShadowLayer = new NinePatchTileLayer(shadowImage);
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mHorizScrollLayer = ScrollbarLayer.create(this, false);
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mVertScrollLayer = ScrollbarLayer.create(this, true);
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mFadeRunnable = new FadeRunnable();
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mFrameTimings = new int[60];
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mCurrentFrame = mFrameTimingsSum = mDroppedFrames = 0;
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// Initialize the FloatBuffer that will be used to store all vertices and texture
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// coordinates in draw() commands.
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ByteBuffer byteBuffer = GeckoAppShell.allocateDirectBuffer(COORD_BUFFER_SIZE * 4);
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byteBuffer.order(ByteOrder.nativeOrder());
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mCoordBuffer = byteBuffer.asFloatBuffer();
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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checkMonitoringEnabled();
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createDefaultProgram();
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activateDefaultProgram();
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}
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public void createDefaultProgram() {
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int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, DEFAULT_VERTEX_SHADER);
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int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, DEFAULT_FRAGMENT_SHADER);
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mProgram = GLES20.glCreateProgram();
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GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(mProgram); // creates OpenGL program executables
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// Get handles to the vertex shader's vPosition, aTexCoord, sTexture, and uTMatrix members.
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
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mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
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mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
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int maxTextureSizeResult[] = new int[1];
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GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSizeResult, 0);
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mMaxTextureSize = maxTextureSizeResult[0];
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}
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// Activates the shader program.
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public void activateDefaultProgram() {
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// Add the program to the OpenGL environment
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GLES20.glUseProgram(mProgram);
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// Set the transformation matrix
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GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false, DEFAULT_TEXTURE_MATRIX, 0);
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// Enable the arrays from which we get the vertex and texture coordinates
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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GLES20.glEnableVertexAttribArray(mTextureHandle);
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GLES20.glUniform1i(mSampleHandle, 0);
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// TODO: Move these calls into a separate deactivate() call that is called after the
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// underlay and overlay are rendered.
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}
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// Deactivates the shader program. This must be done to avoid crashes after returning to the
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// Gecko C++ compositor from Java.
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public void deactivateDefaultProgram() {
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GLES20.glDisableVertexAttribArray(mTextureHandle);
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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GLES20.glUseProgram(0);
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}
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public int getMaxTextureSize() {
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return mMaxTextureSize;
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}
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public void addLayer(Layer layer) {
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LayerController controller = mView.getController();
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synchronized (controller) {
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if (mExtraLayers.contains(layer)) {
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mExtraLayers.remove(layer);
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}
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mExtraLayers.add(layer);
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}
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}
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public void removeLayer(Layer layer) {
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LayerController controller = mView.getController();
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synchronized (controller) {
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mExtraLayers.remove(layer);
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}
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}
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/**
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* Called whenever a new frame is about to be drawn.
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*/
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public void onDrawFrame(GL10 gl) {
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RenderContext pageContext = createPageContext(mView.getController().getViewportMetrics());
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RenderContext screenContext = createScreenContext();
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Frame frame = createFrame(pageContext, screenContext);
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synchronized (mView.getController()) {
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frame.beginDrawing();
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frame.drawBackground();
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frame.drawRootLayer();
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frame.drawForeground();
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frame.endDrawing();
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}
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}
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private void printCheckerboardStats() {
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Log.d(PROFTAG, "Frames rendered over last 1000ms: " + mCompleteFramesRendered + "/" + mFramesRendered);
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mFramesRendered = 0;
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mCompleteFramesRendered = 0;
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}
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/** Used by robocop for testing purposes. Not for production use! */
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IntBuffer getPixels() {
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IntBuffer pixelBuffer = IntBuffer.allocate(mView.getWidth() * mView.getHeight());
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synchronized (pixelBuffer) {
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mPixelBuffer = pixelBuffer;
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mView.requestRender();
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try {
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pixelBuffer.wait();
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} catch (InterruptedException ie) {
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}
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mPixelBuffer = null;
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}
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return pixelBuffer;
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}
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public RenderContext createScreenContext() {
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LayerController layerController = mView.getController();
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IntSize viewportSize = new IntSize(layerController.getViewportSize());
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RectF viewport = new RectF(0.0f, 0.0f, viewportSize.width, viewportSize.height);
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FloatSize pageSize = new FloatSize(layerController.getPageSize());
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return createContext(viewport, pageSize, 1.0f);
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}
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public RenderContext createPageContext(ImmutableViewportMetrics metrics) {
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Rect viewport = RectUtils.round(metrics.getViewport());
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FloatSize pageSize = metrics.getPageSize();
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float zoomFactor = metrics.zoomFactor;
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return createContext(new RectF(viewport), pageSize, zoomFactor);
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}
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private RenderContext createContext(RectF viewport, FloatSize pageSize, float zoomFactor) {
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return new RenderContext(viewport, pageSize, zoomFactor, mPositionHandle, mTextureHandle,
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mCoordBuffer);
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}
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private Rect getPageRect() {
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LayerController controller = mView.getController();
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Point origin = PointUtils.round(controller.getOrigin());
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IntSize pageSize = new IntSize(controller.getPageSize());
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origin.negate();
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return new Rect(origin.x, origin.y,
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origin.x + pageSize.width, origin.y + pageSize.height);
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}
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private Rect transformToScissorRect(Rect rect) {
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LayerController controller = mView.getController();
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IntSize screenSize = new IntSize(controller.getViewportSize());
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int left = Math.max(0, rect.left);
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int top = Math.max(0, rect.top);
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int right = Math.min(screenSize.width, rect.right);
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int bottom = Math.min(screenSize.height, rect.bottom);
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return new Rect(left, screenSize.height - bottom, right,
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(screenSize.height - bottom) + (bottom - top));
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}
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public void onSurfaceChanged(GL10 gl, final int width, final int height) {
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GLES20.glViewport(0, 0, width, height);
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if (mFrameRateLayer != null) {
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moveFrameRateLayer(width, height);
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}
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// updating the state in the view/controller/client should be
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// done on the main UI thread, not the GL renderer thread
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mView.post(new Runnable() {
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public void run() {
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mView.setViewportSize(new IntSize(width, height));
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}
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});
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/* TODO: Throw away tile images? */
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}
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private void updateDroppedFrames(long frameStartTime) {
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int frameElapsedTime = (int)(SystemClock.uptimeMillis() - frameStartTime);
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/* Update the running statistics. */
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mFrameTimingsSum -= mFrameTimings[mCurrentFrame];
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mFrameTimingsSum += frameElapsedTime;
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mDroppedFrames -= (mFrameTimings[mCurrentFrame] + 1) / MAX_FRAME_TIME;
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mDroppedFrames += (frameElapsedTime + 1) / MAX_FRAME_TIME;
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mFrameTimings[mCurrentFrame] = frameElapsedTime;
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mCurrentFrame = (mCurrentFrame + 1) % mFrameTimings.length;
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int averageTime = mFrameTimingsSum / mFrameTimings.length;
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mFrameRateLayer.beginTransaction(); // called on compositor thread
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try {
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mFrameRateLayer.setText(averageTime + " ms/" + mDroppedFrames);
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} finally {
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mFrameRateLayer.endTransaction();
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}
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}
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/* Given the new dimensions for the surface, moves the frame rate layer appropriately. */
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private void moveFrameRateLayer(int width, int height) {
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mFrameRateLayer.beginTransaction(); // called on compositor thread
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try {
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Rect position = new Rect(width - FRAME_RATE_METER_WIDTH - 8,
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height - FRAME_RATE_METER_HEIGHT + 8,
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width - 8,
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height + 8);
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mFrameRateLayer.setPosition(position);
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} finally {
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mFrameRateLayer.endTransaction();
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}
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}
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void checkMonitoringEnabled() {
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/* Do this I/O off the main thread to minimize its impact on startup time. */
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new Thread(new Runnable() {
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@Override
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public void run() {
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Context context = mView.getContext();
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SharedPreferences preferences = context.getSharedPreferences("GeckoApp", 0);
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if (preferences.getBoolean("showFrameRate", false)) {
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IntSize frameRateLayerSize = new IntSize(FRAME_RATE_METER_WIDTH, FRAME_RATE_METER_HEIGHT);
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mFrameRateLayer = TextLayer.create(frameRateLayerSize, "-- ms/--");
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moveFrameRateLayer(mView.getWidth(), mView.getHeight());
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}
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mProfileRender = Log.isLoggable(PROFTAG, Log.DEBUG);
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}
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}).start();
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}
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private void updateCheckerboardLayer(RenderContext renderContext) {
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int checkerboardColor = mView.getController().getCheckerboardColor();
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boolean showChecks = mView.getController().checkerboardShouldShowChecks();
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if (checkerboardColor == mCheckerboardImage.getColor() &&
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showChecks == mCheckerboardImage.getShowChecks()) {
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return;
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}
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mCheckerboardLayer.beginTransaction(); // called on compositor thread
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try {
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mCheckerboardImage.update(showChecks, checkerboardColor);
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mCheckerboardLayer.invalidate();
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} finally {
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mCheckerboardLayer.endTransaction();
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}
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mCheckerboardLayer.update(renderContext); // called on compositor thread
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}
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/*
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* create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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* or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
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*/
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public static int loadShader(int type, String shaderCode) {
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int shader = GLES20.glCreateShader(type);
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GLES20.glShaderSource(shader, shaderCode);
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GLES20.glCompileShader(shader);
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return shader;
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}
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public Frame createFrame(RenderContext pageContext, RenderContext screenContext) {
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return new Frame(pageContext, screenContext);
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}
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class FadeRunnable implements Runnable {
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private boolean mStarted;
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private long mRunAt;
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void scheduleStartFade(long delay) {
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mRunAt = SystemClock.elapsedRealtime() + delay;
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if (!mStarted) {
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mView.postDelayed(this, delay);
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mStarted = true;
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}
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}
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void scheduleNextFadeFrame() {
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if (mStarted) {
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Log.e(LOGTAG, "scheduleNextFadeFrame() called while scheduled for starting fade");
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}
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mView.postDelayed(this, 1000L / 60L); // request another frame at 60fps
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}
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boolean timeToFade() {
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return !mStarted;
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}
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public void run() {
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long timeDelta = mRunAt - SystemClock.elapsedRealtime();
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if (timeDelta > 0) {
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// the run-at time was pushed back, so reschedule
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mView.postDelayed(this, timeDelta);
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} else {
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// reached the run-at time, execute
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mStarted = false;
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mView.requestRender();
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}
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}
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}
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public class Frame {
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// The timestamp recording the start of this frame.
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private long mFrameStartTime;
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// A rendering context for page-positioned layers, and one for screen-positioned layers.
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private RenderContext mPageContext, mScreenContext;
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// Whether a layer was updated.
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private boolean mUpdated;
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public Frame(RenderContext pageContext, RenderContext screenContext) {
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mPageContext = pageContext;
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mScreenContext = screenContext;
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}
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private void setScissorRect() {
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Rect scissorRect = transformToScissorRect(getPageRect());
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GLES20.glEnable(GLES20.GL_SCISSOR_TEST);
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GLES20.glScissor(scissorRect.left, scissorRect.top,
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scissorRect.width(), scissorRect.height());
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void beginDrawing() {
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mFrameStartTime = SystemClock.uptimeMillis();
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TextureReaper.get().reap();
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TextureGenerator.get().fill();
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mUpdated = true;
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LayerController controller = mView.getController();
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Layer rootLayer = controller.getRoot();
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if (!mPageContext.fuzzyEquals(mLastPageContext)) {
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// the viewport or page changed, so show the scrollbars again
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// as per UX decision
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mVertScrollLayer.unfade();
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mHorizScrollLayer.unfade();
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mFadeRunnable.scheduleStartFade(ScrollbarLayer.FADE_DELAY);
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} else if (mFadeRunnable.timeToFade()) {
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boolean stillFading = mVertScrollLayer.fade() | mHorizScrollLayer.fade();
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if (stillFading) {
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mFadeRunnable.scheduleNextFadeFrame();
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}
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}
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mLastPageContext = mPageContext;
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/* Update layers. */
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if (rootLayer != null) mUpdated &= rootLayer.update(mPageContext); // called on compositor thread
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mUpdated &= mBackgroundLayer.update(mScreenContext); // called on compositor thread
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mUpdated &= mShadowLayer.update(mPageContext); // called on compositor thread
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updateCheckerboardLayer(mScreenContext);
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if (mFrameRateLayer != null) mUpdated &= mFrameRateLayer.update(mScreenContext); // called on compositor thread
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mUpdated &= mVertScrollLayer.update(mPageContext); // called on compositor thread
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mUpdated &= mHorizScrollLayer.update(mPageContext); // called on compositor thread
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for (Layer layer : mExtraLayers)
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mUpdated &= layer.update(mPageContext); // called on compositor thread
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GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void drawBackground() {
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/* Draw the background. */
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mBackgroundLayer.setMask(getPageRect());
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mBackgroundLayer.draw(mScreenContext);
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/* Draw the drop shadow, if we need to. */
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Rect pageRect = getPageRect();
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RectF untransformedPageRect = new RectF(0.0f, 0.0f, pageRect.width(),
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pageRect.height());
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if (!untransformedPageRect.contains(mView.getController().getViewport()))
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mShadowLayer.draw(mPageContext);
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/* Find the area the root layer will render into, to mask the scissor rect */
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Rect rootMask = null;
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Layer rootLayer = mView.getController().getRoot();
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if (rootLayer != null) {
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RectF rootBounds = rootLayer.getBounds(mPageContext);
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rootBounds.offset(-mPageContext.viewport.left, -mPageContext.viewport.top);
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rootMask = new Rect();
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rootBounds.roundOut(rootMask);
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}
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/* Draw the checkerboard. */
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setScissorRect();
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mCheckerboardLayer.setMask(rootMask);
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mCheckerboardLayer.draw(mScreenContext);
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GLES20.glDisable(GLES20.GL_SCISSOR_TEST);
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}
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// Draws the layer the client added to us.
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void drawRootLayer() {
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Layer rootLayer = mView.getController().getRoot();
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if (rootLayer == null) {
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return;
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}
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rootLayer.draw(mPageContext);
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void drawForeground() {
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Rect pageRect = getPageRect();
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LayerController controller = mView.getController();
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/* Draw any extra layers that were added (likely plugins) */
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if (mExtraLayers.size() > 0) {
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// This is a hack. SurfaceTextureLayer draws with its own program, so disable ours here
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// and re-enable when done. If we end up adding other types of Layer here we'll need
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// to do something different.
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deactivateDefaultProgram();
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for (Layer layer : mExtraLayers)
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layer.draw(mPageContext);
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activateDefaultProgram();
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}
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/* Draw the vertical scrollbar. */
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IntSize screenSize = new IntSize(controller.getViewportSize());
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if (pageRect.height() > screenSize.height)
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mVertScrollLayer.draw(mPageContext);
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/* Draw the horizontal scrollbar. */
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if (pageRect.width() > screenSize.width)
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mHorizScrollLayer.draw(mPageContext);
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/* Measure how much of the screen is checkerboarding */
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Layer rootLayer = controller.getRoot();
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if ((rootLayer != null) &&
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(mProfileRender || PanningPerfAPI.isRecordingCheckerboard())) {
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// Find out how much of the viewport area is valid
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Rect viewport = RectUtils.round(mPageContext.viewport);
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Region validRegion = rootLayer.getValidRegion(mPageContext);
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validRegion.op(viewport, Region.Op.INTERSECT);
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float checkerboard = 0.0f;
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if (!(validRegion.isRect() && validRegion.getBounds().equals(viewport))) {
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int screenArea = viewport.width() * viewport.height();
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validRegion.op(viewport, Region.Op.REVERSE_DIFFERENCE);
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// XXX The assumption here is that a Region never has overlapping
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// rects. This is true, as evidenced by reading the SkRegion
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// source, but is not mentioned in the Android documentation,
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// and so is liable to change.
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// If it does change, this code will need to be reevaluated.
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Rect r = new Rect();
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int checkerboardArea = 0;
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for (RegionIterator i = new RegionIterator(validRegion); i.next(r);) {
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checkerboardArea += r.width() * r.height();
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}
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checkerboard = checkerboardArea / (float)screenArea;
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}
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PanningPerfAPI.recordCheckerboard(checkerboard);
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mCompleteFramesRendered += 1.0f - checkerboard;
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mFramesRendered ++;
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if (mFrameStartTime - mProfileOutputTime > 1000) {
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mProfileOutputTime = mFrameStartTime;
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printCheckerboardStats();
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}
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}
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/* Draw the FPS. */
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if (mFrameRateLayer != null) {
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updateDroppedFrames(mFrameStartTime);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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mFrameRateLayer.draw(mScreenContext);
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}
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}
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/** This function is invoked via JNI; be careful when modifying signature. */
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public void endDrawing() {
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// If a layer update requires further work, schedule another redraw
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if (!mUpdated)
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mView.requestRender();
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PanningPerfAPI.recordFrameTime();
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/* Used by robocop for testing purposes */
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IntBuffer pixelBuffer = mPixelBuffer;
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if (mUpdated && pixelBuffer != null) {
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synchronized (pixelBuffer) {
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pixelBuffer.position(0);
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GLES20.glReadPixels(0, 0, (int)mScreenContext.viewport.width(),
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(int)mScreenContext.viewport.height(), GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE, pixelBuffer);
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pixelBuffer.notify();
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}
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}
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}
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}
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}
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