1 /* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 package org
.mozilla
.gecko
.gfx
;
8 import android
.graphics
.Color
;
9 import android
.graphics
.Point
;
10 import android
.graphics
.Rect
;
11 import android
.graphics
.RectF
;
12 import android
.opengl
.GLES20
;
13 import android
.opengl
.GLSurfaceView
;
14 import android
.os
.SystemClock
;
15 import android
.util
.Log
;
17 import org
.libreoffice
.kit
.DirectBufferAllocator
;
18 import org
.mozilla
.gecko
.gfx
.Layer
.RenderContext
;
20 import java
.nio
.ByteBuffer
;
21 import java
.nio
.ByteOrder
;
22 import java
.nio
.FloatBuffer
;
23 import java
.nio
.IntBuffer
;
24 import java
.util
.concurrent
.CopyOnWriteArrayList
;
26 import javax
.microedition
.khronos
.egl
.EGLConfig
;
27 import javax
.microedition
.khronos
.opengles
.GL10
;
30 * The layer renderer implements the rendering logic for a layer view.
32 public class LayerRenderer
implements GLSurfaceView
.Renderer
{
33 private static final String LOGTAG
= "GeckoLayerRenderer";
36 * The amount of time a frame is allowed to take to render before we declare it a dropped
39 private static final int MAX_FRAME_TIME
= 16; /* 1000 ms / 60 FPS */
41 private final LayerView mView
;
42 private final SingleTileLayer mBackgroundLayer
;
43 private final NinePatchTileLayer mShadowLayer
;
44 private final ScrollbarLayer mHorizScrollLayer
;
45 private final ScrollbarLayer mVertScrollLayer
;
46 private final FadeRunnable mFadeRunnable
;
47 private ByteBuffer mCoordByteBuffer
;
48 private FloatBuffer mCoordBuffer
;
49 private RenderContext mLastPageContext
;
50 private int mMaxTextureSize
;
52 private CopyOnWriteArrayList
<Layer
> mExtraLayers
= new CopyOnWriteArrayList
<Layer
>();
56 private int mPositionHandle
;
57 private int mTextureHandle
;
58 private int mSampleHandle
;
59 private int mTMatrixHandle
;
61 // column-major matrix applied to each vertex to shift the viewport from
62 // one ranging from (-1, -1),(1,1) to (0,0),(1,1) and to scale all sizes by
63 // a factor of 2 to fill up the screen
64 public static final float[] DEFAULT_TEXTURE_MATRIX
= {
65 2.0f
, 0.0f
, 0.0f
, 0.0f
,
66 0.0f
, 2.0f
, 0.0f
, 0.0f
,
67 0.0f
, 0.0f
, 2.0f
, 0.0f
,
68 -1.0f
, -1.0f
, 0.0f
, 1.0f
71 private static final int COORD_BUFFER_SIZE
= 20;
73 // The shaders run on the GPU directly, the vertex shader is only applying the
74 // matrix transform detailed above
76 // Note we flip the y-coordinate in the vertex shader from a
77 // coordinate system with (0,0) in the top left to one with (0,0) in
80 public static final String DEFAULT_VERTEX_SHADER
=
81 "uniform mat4 uTMatrix;\n" +
82 "attribute vec4 vPosition;\n" +
83 "attribute vec2 aTexCoord;\n" +
84 "varying vec2 vTexCoord;\n" +
86 " gl_Position = uTMatrix * vPosition;\n" +
87 " vTexCoord.x = aTexCoord.x;\n" +
88 " vTexCoord.y = 1.0 - aTexCoord.y;\n" +
91 // We use highp because the screenshot textures
92 // we use are large and we stretch them a lot
93 // so we need all the precision we can get.
94 // Unfortunately, highp is not required by ES 2.0
95 // so on GPU's like Mali we end up getting mediump
96 public static final String DEFAULT_FRAGMENT_SHADER
=
97 "precision highp float;\n" +
98 "varying vec2 vTexCoord;\n" +
99 "uniform sampler2D sTexture;\n" +
101 " gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
104 public LayerRenderer(LayerView view
) {
107 CairoImage backgroundImage
= new BufferedCairoImage(view
.getBackgroundPattern());
108 mBackgroundLayer
= new SingleTileLayer(true, backgroundImage
);
110 CairoImage shadowImage
= new BufferedCairoImage(view
.getShadowPattern());
111 mShadowLayer
= new NinePatchTileLayer(shadowImage
);
113 mHorizScrollLayer
= ScrollbarLayer
.create(this, false);
114 mVertScrollLayer
= ScrollbarLayer
.create(this, true);
115 mFadeRunnable
= new FadeRunnable();
117 // Initialize the FloatBuffer that will be used to store all vertices and texture
118 // coordinates in draw() commands.
119 mCoordByteBuffer
= DirectBufferAllocator
.allocate(COORD_BUFFER_SIZE
* 4);
120 mCoordByteBuffer
.order(ByteOrder
.nativeOrder());
121 mCoordBuffer
= mCoordByteBuffer
.asFloatBuffer();
125 protected void finalize() throws Throwable
{
127 DirectBufferAllocator
.free(mCoordByteBuffer
);
128 mCoordByteBuffer
= null;
135 public void destroy() {
136 DirectBufferAllocator
.free(mCoordByteBuffer
);
137 mCoordByteBuffer
= null;
139 mBackgroundLayer
.destroy();
140 mShadowLayer
.destroy();
141 mHorizScrollLayer
.destroy();
142 mVertScrollLayer
.destroy();
146 public void onSurfaceCreated(GL10 gl
, EGLConfig config
) {
147 createDefaultProgram();
148 activateDefaultProgram();
151 public void createDefaultProgram() {
152 int vertexShader
= loadShader(GLES20
.GL_VERTEX_SHADER
, DEFAULT_VERTEX_SHADER
);
153 int fragmentShader
= loadShader(GLES20
.GL_FRAGMENT_SHADER
, DEFAULT_FRAGMENT_SHADER
);
155 mProgram
= GLES20
.glCreateProgram();
156 GLES20
.glAttachShader(mProgram
, vertexShader
); // add the vertex shader to program
157 GLES20
.glAttachShader(mProgram
, fragmentShader
); // add the fragment shader to program
158 GLES20
.glLinkProgram(mProgram
); // creates OpenGL program executables
160 // Get handles to the vertex shader's vPosition, aTexCoord, sTexture, and uTMatrix members.
161 mPositionHandle
= GLES20
.glGetAttribLocation(mProgram
, "vPosition");
162 mTextureHandle
= GLES20
.glGetAttribLocation(mProgram
, "aTexCoord");
163 mSampleHandle
= GLES20
.glGetUniformLocation(mProgram
, "sTexture");
164 mTMatrixHandle
= GLES20
.glGetUniformLocation(mProgram
, "uTMatrix");
166 int maxTextureSizeResult
[] = new int[1];
167 GLES20
.glGetIntegerv(GLES20
.GL_MAX_TEXTURE_SIZE
, maxTextureSizeResult
, 0);
168 mMaxTextureSize
= maxTextureSizeResult
[0];
171 // Activates the shader program.
172 public void activateDefaultProgram() {
173 // Add the program to the OpenGL environment
174 GLES20
.glUseProgram(mProgram
);
176 // Set the transformation matrix
177 GLES20
.glUniformMatrix4fv(mTMatrixHandle
, 1, false, DEFAULT_TEXTURE_MATRIX
, 0);
179 // Enable the arrays from which we get the vertex and texture coordinates
180 GLES20
.glEnableVertexAttribArray(mPositionHandle
);
181 GLES20
.glEnableVertexAttribArray(mTextureHandle
);
183 GLES20
.glUniform1i(mSampleHandle
, 0);
186 // Deactivates the shader program. This must be done to avoid crashes after returning to the
187 // Gecko C++ compositor from Java.
188 public void deactivateDefaultProgram() {
189 GLES20
.glDisableVertexAttribArray(mTextureHandle
);
190 GLES20
.glDisableVertexAttribArray(mPositionHandle
);
191 GLES20
.glUseProgram(0);
194 public int getMaxTextureSize() {
195 return mMaxTextureSize
;
198 public void addLayer(Layer layer
) {
199 synchronized (mExtraLayers
) {
200 if (mExtraLayers
.contains(layer
)) {
201 mExtraLayers
.remove(layer
);
204 mExtraLayers
.add(layer
);
208 public void removeLayer(Layer layer
) {
209 synchronized (mExtraLayers
) {
210 mExtraLayers
.remove(layer
);
215 * Called whenever a new frame is about to be drawn.
218 public void onDrawFrame(GL10 gl
) {
219 Frame frame
= new Frame(mView
.getLayerClient().getViewportMetrics());
220 synchronized (mView
.getLayerClient()) {
221 frame
.beginDrawing();
222 frame
.drawBackground();
223 frame
.drawRootLayer();
224 frame
.drawForeground();
229 private RenderContext
createScreenContext(ImmutableViewportMetrics metrics
) {
230 RectF viewport
= new RectF(0.0f
, 0.0f
, metrics
.getWidth(), metrics
.getHeight());
231 RectF pageRect
= new RectF(metrics
.getPageRect());
232 return createContext(viewport
, pageRect
, 1.0f
);
235 private RenderContext
createPageContext(ImmutableViewportMetrics metrics
) {
236 Rect viewport
= RectUtils
.round(metrics
.getViewport());
237 RectF pageRect
= metrics
.getPageRect();
238 float zoomFactor
= metrics
.zoomFactor
;
239 return createContext(new RectF(viewport
), pageRect
, zoomFactor
);
242 private RenderContext
createContext(RectF viewport
, RectF pageRect
, float zoomFactor
) {
243 return new RenderContext(viewport
, pageRect
, zoomFactor
, mPositionHandle
, mTextureHandle
,
248 public void onSurfaceChanged(GL10 gl
, final int width
, final int height
) {
249 GLES20
.glViewport(0, 0, width
, height
);
253 * create a vertex shader type (GLES20.GL_VERTEX_SHADER)
254 * or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
256 public static int loadShader(int type
, String shaderCode
) {
257 int shader
= GLES20
.glCreateShader(type
);
258 GLES20
.glShaderSource(shader
, shaderCode
);
259 GLES20
.glCompileShader(shader
);
263 class FadeRunnable
implements Runnable
{
264 private boolean mStarted
;
267 void scheduleStartFade(long delay
) {
268 mRunAt
= SystemClock
.elapsedRealtime() + delay
;
270 mView
.postDelayed(this, delay
);
275 void scheduleNextFadeFrame() {
277 Log
.e(LOGTAG
, "scheduleNextFadeFrame() called while scheduled for starting fade");
279 mView
.postDelayed(this, 1000L / 60L); // request another frame at 60fps
282 boolean timeToFade() {
287 long timeDelta
= mRunAt
- SystemClock
.elapsedRealtime();
289 // the run-at time was pushed back, so reschedule
290 mView
.postDelayed(this, timeDelta
);
292 // reached the run-at time, execute
294 mView
.requestRender();
300 // A fixed snapshot of the viewport metrics that this frame is using to render content.
301 private ImmutableViewportMetrics mFrameMetrics
;
302 // A rendering context for page-positioned layers, and one for screen-positioned layers.
303 private RenderContext mPageContext
, mScreenContext
;
304 // Whether a layer was updated.
305 private boolean mUpdated
;
306 private final Rect mPageRect
;
308 public Frame(ImmutableViewportMetrics metrics
) {
309 mFrameMetrics
= metrics
;
310 mPageContext
= createPageContext(metrics
);
311 mScreenContext
= createScreenContext(metrics
);
312 mPageRect
= getPageRect();
315 private void setScissorRect() {
316 Rect scissorRect
= transformToScissorRect(mPageRect
);
317 GLES20
.glEnable(GLES20
.GL_SCISSOR_TEST
);
318 GLES20
.glScissor(scissorRect
.left
, scissorRect
.top
,
319 scissorRect
.width(), scissorRect
.height());
322 private Rect
transformToScissorRect(Rect rect
) {
323 IntSize screenSize
= new IntSize(mFrameMetrics
.getSize());
325 int left
= Math
.max(0, rect
.left
);
326 int top
= Math
.max(0, rect
.top
);
327 int right
= Math
.min(screenSize
.width
, rect
.right
);
328 int bottom
= Math
.min(screenSize
.height
, rect
.bottom
);
330 return new Rect(left
, screenSize
.height
- bottom
, right
,
331 (screenSize
.height
- bottom
) + (bottom
- top
));
334 private Rect
getPageRect() {
335 Point origin
= PointUtils
.round(mFrameMetrics
.getOrigin());
336 Rect pageRect
= RectUtils
.round(mFrameMetrics
.getPageRect());
337 pageRect
.offset(-origin
.x
, -origin
.y
);
341 public void beginDrawing() {
342 TextureReaper
.get().reap();
343 TextureGenerator
.get().fill();
347 Layer rootLayer
= mView
.getLayerClient().getRoot();
348 Layer lowResLayer
= mView
.getLayerClient().getLowResLayer();
350 if (!mPageContext
.fuzzyEquals(mLastPageContext
)) {
351 // the viewport or page changed, so show the scrollbars again
352 // as per UX decision
353 mVertScrollLayer
.unfade();
354 mHorizScrollLayer
.unfade();
355 mFadeRunnable
.scheduleStartFade(ScrollbarLayer
.FADE_DELAY
);
356 } else if (mFadeRunnable
.timeToFade()) {
357 boolean stillFading
= mVertScrollLayer
.fade() | mHorizScrollLayer
.fade();
359 mFadeRunnable
.scheduleNextFadeFrame();
362 mLastPageContext
= mPageContext
;
365 if (rootLayer
!= null) mUpdated
&= rootLayer
.update(mPageContext
); // called on compositor thread
366 if (lowResLayer
!= null) mUpdated
&= lowResLayer
.update(mPageContext
); // called on compositor thread
367 mUpdated
&= mBackgroundLayer
.update(mScreenContext
); // called on compositor thread
368 mUpdated
&= mShadowLayer
.update(mPageContext
); // called on compositor thread
369 mUpdated
&= mVertScrollLayer
.update(mPageContext
); // called on compositor thread
370 mUpdated
&= mHorizScrollLayer
.update(mPageContext
); // called on compositor thread
372 for (Layer layer
: mExtraLayers
)
373 mUpdated
&= layer
.update(mPageContext
); // called on compositor thread
376 public void drawBackground() {
377 GLES20
.glDisable(GLES20
.GL_SCISSOR_TEST
);
379 /* Update background color. */
380 final int backgroundColor
= Color
.WHITE
;
382 /* Clear to the page background colour. The bits set here need to
383 * match up with those used in gfx/layers/opengl/LayerManagerOGL.cpp.
385 GLES20
.glClearColor(((backgroundColor
>> 16) & 0xFF) / 255.0f
,
386 ((backgroundColor
>> 8) & 0xFF) / 255.0f
,
387 (backgroundColor
& 0xFF) / 255.0f
,
389 GLES20
.glClear(GLES20
.GL_COLOR_BUFFER_BIT
|
390 GLES20
.GL_DEPTH_BUFFER_BIT
);
392 /* Draw the background. */
393 mBackgroundLayer
.setMask(mPageRect
);
394 mBackgroundLayer
.draw(mScreenContext
);
396 /* Draw the drop shadow, if we need to. */
397 RectF untransformedPageRect
= new RectF(0.0f
, 0.0f
, mPageRect
.width(),
399 if (!untransformedPageRect
.contains(mFrameMetrics
.getViewport()))
400 mShadowLayer
.draw(mPageContext
);
402 /* Scissor around the page-rect, in case the page has shrunk
403 * since the screenshot layer was last updated.
405 setScissorRect(); // Calls glEnable(GL_SCISSOR_TEST))
408 // Draws the layer the client added to us.
409 void drawRootLayer() {
410 Layer lowResLayer
= mView
.getLayerClient().getLowResLayer();
411 if (lowResLayer
== null) {
414 lowResLayer
.draw(mPageContext
);
416 Layer rootLayer
= mView
.getLayerClient().getRoot();
417 if (rootLayer
== null) {
421 rootLayer
.draw(mPageContext
);
424 public void drawForeground() {
425 /* Draw any extra layers that were added (likely plugins) */
426 if (mExtraLayers
.size() > 0) {
427 for (Layer layer
: mExtraLayers
) {
428 if (!layer
.usesDefaultProgram())
429 deactivateDefaultProgram();
431 layer
.draw(mPageContext
);
433 if (!layer
.usesDefaultProgram())
434 activateDefaultProgram();
438 /* Draw the vertical scrollbar. */
439 if (mPageRect
.height() > mFrameMetrics
.getHeight())
440 mVertScrollLayer
.draw(mPageContext
);
442 /* Draw the horizontal scrollbar. */
443 if (mPageRect
.width() > mFrameMetrics
.getWidth())
444 mHorizScrollLayer
.draw(mPageContext
);
447 public void endDrawing() {
448 // If a layer update requires further work, schedule another redraw
450 mView
.requestRender();