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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java | |
parent | Initial commit. (diff) | |
download | libreoffice-upstream.tar.xz libreoffice-upstream.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java')
-rw-r--r-- | android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java | 520 |
1 files changed, 520 insertions, 0 deletions
diff --git a/android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java b/android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java new file mode 100644 index 000000000..b1aea3616 --- /dev/null +++ b/android/source/src/java/org/mozilla/gecko/gfx/LayerRenderer.java @@ -0,0 +1,520 @@ +/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*- + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +package org.mozilla.gecko.gfx; + +import android.graphics.Color; +import android.graphics.Point; +import android.graphics.Rect; +import android.graphics.RectF; +import android.opengl.GLES20; +import android.opengl.GLSurfaceView; +import android.os.SystemClock; +import android.util.Log; + +import org.libreoffice.kit.DirectBufferAllocator; +import org.mozilla.gecko.gfx.Layer.RenderContext; + +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; +import java.util.concurrent.CopyOnWriteArrayList; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL10; + +/** + * The layer renderer implements the rendering logic for a layer view. + */ +public class LayerRenderer implements GLSurfaceView.Renderer { + private static final String LOGTAG = "GeckoLayerRenderer"; + + /* + * The amount of time a frame is allowed to take to render before we declare it a dropped + * frame. + */ + private static final int MAX_FRAME_TIME = 16; /* 1000 ms / 60 FPS */ + + private final LayerView mView; + private final SingleTileLayer mBackgroundLayer; + private final NinePatchTileLayer mShadowLayer; + private final ScrollbarLayer mHorizScrollLayer; + private final ScrollbarLayer mVertScrollLayer; + private final FadeRunnable mFadeRunnable; + private ByteBuffer mCoordByteBuffer; + private FloatBuffer mCoordBuffer; + private RenderContext mLastPageContext; + private int mMaxTextureSize; + private int mBackgroundColor; + + private CopyOnWriteArrayList<Layer> mExtraLayers = new CopyOnWriteArrayList<Layer>(); + + /* Used by robocop for testing purposes */ + private IntBuffer mPixelBuffer; + + // Used by GLES 2.0 + private int mProgram; + private int mPositionHandle; + private int mTextureHandle; + private int mSampleHandle; + private int mTMatrixHandle; + + // column-major matrix applied to each vertex to shift the viewport from + // one ranging from (-1, -1),(1,1) to (0,0),(1,1) and to scale all sizes by + // a factor of 2 to fill up the screen + public static final float[] DEFAULT_TEXTURE_MATRIX = { + 2.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 2.0f, 0.0f, + -1.0f, -1.0f, 0.0f, 1.0f + }; + + private static final int COORD_BUFFER_SIZE = 20; + + // The shaders run on the GPU directly, the vertex shader is only applying the + // matrix transform detailed above + + // Note we flip the y-coordinate in the vertex shader from a + // coordinate system with (0,0) in the top left to one with (0,0) in + // the bottom left. + + public static final String DEFAULT_VERTEX_SHADER = + "uniform mat4 uTMatrix;\n" + + "attribute vec4 vPosition;\n" + + "attribute vec2 aTexCoord;\n" + + "varying vec2 vTexCoord;\n" + + "void main() {\n" + + " gl_Position = uTMatrix * vPosition;\n" + + " vTexCoord.x = aTexCoord.x;\n" + + " vTexCoord.y = 1.0 - aTexCoord.y;\n" + + "}\n"; + + // We use highp because the screenshot textures + // we use are large and we stretch them a lot + // so we need all the precision we can get. + // Unfortunately, highp is not required by ES 2.0 + // so on GPU's like Mali we end up getting mediump + public static final String DEFAULT_FRAGMENT_SHADER = + "precision highp float;\n" + + "varying vec2 vTexCoord;\n" + + "uniform sampler2D sTexture;\n" + + "void main() {\n" + + " gl_FragColor = texture2D(sTexture, vTexCoord);\n" + + "}\n"; + + public LayerRenderer(LayerView view) { + mView = view; + + CairoImage backgroundImage = new BufferedCairoImage(view.getBackgroundPattern()); + mBackgroundLayer = new SingleTileLayer(true, backgroundImage); + + CairoImage shadowImage = new BufferedCairoImage(view.getShadowPattern()); + mShadowLayer = new NinePatchTileLayer(shadowImage); + + mHorizScrollLayer = ScrollbarLayer.create(this, false); + mVertScrollLayer = ScrollbarLayer.create(this, true); + mFadeRunnable = new FadeRunnable(); + + // Initialize the FloatBuffer that will be used to store all vertices and texture + // coordinates in draw() commands. + mCoordByteBuffer = DirectBufferAllocator.allocate(COORD_BUFFER_SIZE * 4); + mCoordByteBuffer.order(ByteOrder.nativeOrder()); + mCoordBuffer = mCoordByteBuffer.asFloatBuffer(); + } + + @Override + protected void finalize() throws Throwable { + try { + DirectBufferAllocator.free(mCoordByteBuffer); + mCoordByteBuffer = null; + mCoordBuffer = null; + } finally { + super.finalize(); + } + } + + public void destroy() { + DirectBufferAllocator.free(mCoordByteBuffer); + mCoordByteBuffer = null; + mCoordBuffer = null; + mBackgroundLayer.destroy(); + mShadowLayer.destroy(); + mHorizScrollLayer.destroy(); + mVertScrollLayer.destroy(); + } + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + createDefaultProgram(); + activateDefaultProgram(); + } + + public void createDefaultProgram() { + int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, DEFAULT_VERTEX_SHADER); + int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, DEFAULT_FRAGMENT_SHADER); + + mProgram = GLES20.glCreateProgram(); + GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program + GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program + GLES20.glLinkProgram(mProgram); // creates OpenGL program executables + + // Get handles to the vertex shader's vPosition, aTexCoord, sTexture, and uTMatrix members. + mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); + mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord"); + mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture"); + mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix"); + + int maxTextureSizeResult[] = new int[1]; + GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSizeResult, 0); + mMaxTextureSize = maxTextureSizeResult[0]; + } + + // Activates the shader program. + public void activateDefaultProgram() { + // Add the program to the OpenGL environment + GLES20.glUseProgram(mProgram); + + // Set the transformation matrix + GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false, DEFAULT_TEXTURE_MATRIX, 0); + + // Enable the arrays from which we get the vertex and texture coordinates + GLES20.glEnableVertexAttribArray(mPositionHandle); + GLES20.glEnableVertexAttribArray(mTextureHandle); + + GLES20.glUniform1i(mSampleHandle, 0); + + // TODO: Move these calls into a separate deactivate() call that is called after the + // underlay and overlay are rendered. + } + + // Deactivates the shader program. This must be done to avoid crashes after returning to the + // Gecko C++ compositor from Java. + public void deactivateDefaultProgram() { + GLES20.glDisableVertexAttribArray(mTextureHandle); + GLES20.glDisableVertexAttribArray(mPositionHandle); + GLES20.glUseProgram(0); + } + + public int getMaxTextureSize() { + return mMaxTextureSize; + } + + public void addLayer(Layer layer) { + synchronized (mExtraLayers) { + if (mExtraLayers.contains(layer)) { + mExtraLayers.remove(layer); + } + + mExtraLayers.add(layer); + } + } + + public void removeLayer(Layer layer) { + synchronized (mExtraLayers) { + mExtraLayers.remove(layer); + } + } + + /** + * Called whenever a new frame is about to be drawn. + */ + public void onDrawFrame(GL10 gl) { + Frame frame = createFrame(mView.getLayerClient().getViewportMetrics()); + synchronized (mView.getLayerClient()) { + frame.beginDrawing(); + frame.drawBackground(); + frame.drawRootLayer(); + frame.drawForeground(); + frame.endDrawing(); + } + } + + private RenderContext createScreenContext(ImmutableViewportMetrics metrics) { + RectF viewport = new RectF(0.0f, 0.0f, metrics.getWidth(), metrics.getHeight()); + RectF pageRect = new RectF(metrics.getPageRect()); + return createContext(viewport, pageRect, 1.0f); + } + + private RenderContext createPageContext(ImmutableViewportMetrics metrics) { + Rect viewport = RectUtils.round(metrics.getViewport()); + RectF pageRect = metrics.getPageRect(); + float zoomFactor = metrics.zoomFactor; + return createContext(new RectF(viewport), pageRect, zoomFactor); + } + + private RenderContext createContext(RectF viewport, RectF pageRect, float zoomFactor) { + return new RenderContext(viewport, pageRect, zoomFactor, mPositionHandle, mTextureHandle, + mCoordBuffer); + } + + public void onSurfaceChanged(GL10 gl, final int width, final int height) { + GLES20.glViewport(0, 0, width, height); + } + + /* + * create a vertex shader type (GLES20.GL_VERTEX_SHADER) + * or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) + */ + public static int loadShader(int type, String shaderCode) { + int shader = GLES20.glCreateShader(type); + GLES20.glShaderSource(shader, shaderCode); + GLES20.glCompileShader(shader); + return shader; + } + + public Frame createFrame(ImmutableViewportMetrics metrics) { + return new Frame(metrics); + } + + class FadeRunnable implements Runnable { + private boolean mStarted; + private long mRunAt; + + void scheduleStartFade(long delay) { + mRunAt = SystemClock.elapsedRealtime() + delay; + if (!mStarted) { + mView.postDelayed(this, delay); + mStarted = true; + } + } + + void scheduleNextFadeFrame() { + if (mStarted) { + Log.e(LOGTAG, "scheduleNextFadeFrame() called while scheduled for starting fade"); + } + mView.postDelayed(this, 1000L / 60L); // request another frame at 60fps + } + + boolean timeToFade() { + return !mStarted; + } + + public void run() { + long timeDelta = mRunAt - SystemClock.elapsedRealtime(); + if (timeDelta > 0) { + // the run-at time was pushed back, so reschedule + mView.postDelayed(this, timeDelta); + } else { + // reached the run-at time, execute + mStarted = false; + mView.requestRender(); + } + } + } + + public class Frame { + // The timestamp recording the start of this frame. + private long mFrameStartTime; + // A fixed snapshot of the viewport metrics that this frame is using to render content. + private ImmutableViewportMetrics mFrameMetrics; + // A rendering context for page-positioned layers, and one for screen-positioned layers. + private RenderContext mPageContext, mScreenContext; + // Whether a layer was updated. + private boolean mUpdated; + private final Rect mPageRect; + + public Frame(ImmutableViewportMetrics metrics) { + mFrameMetrics = metrics; + mPageContext = createPageContext(metrics); + mScreenContext = createScreenContext(metrics); + mPageRect = getPageRect(); + } + + private void setScissorRect() { + Rect scissorRect = transformToScissorRect(mPageRect); + GLES20.glEnable(GLES20.GL_SCISSOR_TEST); + GLES20.glScissor(scissorRect.left, scissorRect.top, + scissorRect.width(), scissorRect.height()); + } + + private Rect transformToScissorRect(Rect rect) { + IntSize screenSize = new IntSize(mFrameMetrics.getSize()); + + int left = Math.max(0, rect.left); + int top = Math.max(0, rect.top); + int right = Math.min(screenSize.width, rect.right); + int bottom = Math.min(screenSize.height, rect.bottom); + + return new Rect(left, screenSize.height - bottom, right, + (screenSize.height - bottom) + (bottom - top)); + } + + private Rect getPageRect() { + Point origin = PointUtils.round(mFrameMetrics.getOrigin()); + Rect pageRect = RectUtils.round(mFrameMetrics.getPageRect()); + pageRect.offset(-origin.x, -origin.y); + return pageRect; + } + + /** This function is invoked via JNI; be careful when modifying signature. */ + public void beginDrawing() { + mFrameStartTime = SystemClock.uptimeMillis(); + + TextureReaper.get().reap(); + TextureGenerator.get().fill(); + + mUpdated = true; + + Layer rootLayer = mView.getLayerClient().getRoot(); + Layer lowResLayer = mView.getLayerClient().getLowResLayer(); + + if (!mPageContext.fuzzyEquals(mLastPageContext)) { + // the viewport or page changed, so show the scrollbars again + // as per UX decision + mVertScrollLayer.unfade(); + mHorizScrollLayer.unfade(); + mFadeRunnable.scheduleStartFade(ScrollbarLayer.FADE_DELAY); + } else if (mFadeRunnable.timeToFade()) { + boolean stillFading = mVertScrollLayer.fade() | mHorizScrollLayer.fade(); + if (stillFading) { + mFadeRunnable.scheduleNextFadeFrame(); + } + } + mLastPageContext = mPageContext; + + /* Update layers. */ + if (rootLayer != null) mUpdated &= rootLayer.update(mPageContext); // called on compositor thread + if (lowResLayer != null) mUpdated &= lowResLayer.update(mPageContext); // called on compositor thread + mUpdated &= mBackgroundLayer.update(mScreenContext); // called on compositor thread + mUpdated &= mShadowLayer.update(mPageContext); // called on compositor thread + mUpdated &= mVertScrollLayer.update(mPageContext); // called on compositor thread + mUpdated &= mHorizScrollLayer.update(mPageContext); // called on compositor thread + + for (Layer layer : mExtraLayers) + mUpdated &= layer.update(mPageContext); // called on compositor thread + } + + /** Retrieves the bounds for the layer, rounded in such a way that it + * can be used as a mask for something that will render underneath it. + * This will round the bounds inwards, but stretch the mask towards any + * near page edge, where near is considered to be 'within 2 pixels'. + * Returns null if the given layer is null. + */ + private Rect getMaskForLayer(Layer layer) { + if (layer == null) { + return null; + } + + RectF bounds = RectUtils.contract(layer.getBounds(mPageContext), 1.0f, 1.0f); + Rect mask = RectUtils.roundIn(bounds); + + // If the mask is within two pixels of any page edge, stretch it over + // that edge. This is to avoid drawing thin slivers when masking + // layers. + if (mask.top <= 2) { + mask.top = -1; + } + if (mask.left <= 2) { + mask.left = -1; + } + + // Because we're drawing relative to the page-rect, we only need to + // take into account its width and height (and not its origin) + int pageRight = mPageRect.width(); + int pageBottom = mPageRect.height(); + + if (mask.right >= pageRight - 2) { + mask.right = pageRight + 1; + } + if (mask.bottom >= pageBottom - 2) { + mask.bottom = pageBottom + 1; + } + + return mask; + } + + /** This function is invoked via JNI; be careful when modifying signature. */ + public void drawBackground() { + GLES20.glDisable(GLES20.GL_SCISSOR_TEST); + + /* Update background color. */ + mBackgroundColor = Color.WHITE; + + /* Clear to the page background colour. The bits set here need to + * match up with those used in gfx/layers/opengl/LayerManagerOGL.cpp. + */ + GLES20.glClearColor(((mBackgroundColor>>16)&0xFF) / 255.0f, + ((mBackgroundColor>>8)&0xFF) / 255.0f, + (mBackgroundColor&0xFF) / 255.0f, + 0.0f); + GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | + GLES20.GL_DEPTH_BUFFER_BIT); + + /* Draw the background. */ + mBackgroundLayer.setMask(mPageRect); + mBackgroundLayer.draw(mScreenContext); + + /* Draw the drop shadow, if we need to. */ + RectF untransformedPageRect = new RectF(0.0f, 0.0f, mPageRect.width(), + mPageRect.height()); + if (!untransformedPageRect.contains(mFrameMetrics.getViewport())) + mShadowLayer.draw(mPageContext); + + /* Scissor around the page-rect, in case the page has shrunk + * since the screenshot layer was last updated. + */ + setScissorRect(); // Calls glEnable(GL_SCISSOR_TEST)) + } + + // Draws the layer the client added to us. + void drawRootLayer() { + Layer lowResLayer = mView.getLayerClient().getLowResLayer(); + if (lowResLayer == null) { + return; + } + lowResLayer.draw(mPageContext); + + Layer rootLayer = mView.getLayerClient().getRoot(); + if (rootLayer == null) { + return; + } + + rootLayer.draw(mPageContext); + } + + /** This function is invoked via JNI; be careful when modifying signature. */ + public void drawForeground() { + /* Draw any extra layers that were added (likely plugins) */ + if (mExtraLayers.size() > 0) { + for (Layer layer : mExtraLayers) { + if (!layer.usesDefaultProgram()) + deactivateDefaultProgram(); + + layer.draw(mPageContext); + + if (!layer.usesDefaultProgram()) + activateDefaultProgram(); + } + } + + /* Draw the vertical scrollbar. */ + if (mPageRect.height() > mFrameMetrics.getHeight()) + mVertScrollLayer.draw(mPageContext); + + /* Draw the horizontal scrollbar. */ + if (mPageRect.width() > mFrameMetrics.getWidth()) + mHorizScrollLayer.draw(mPageContext); + } + + /** This function is invoked via JNI; be careful when modifying signature. */ + public void endDrawing() { + // If a layer update requires further work, schedule another redraw + if (!mUpdated) + mView.requestRender(); + + /* Used by robocop for testing purposes */ + IntBuffer pixelBuffer = mPixelBuffer; + if (mUpdated && pixelBuffer != null) { + synchronized (pixelBuffer) { + pixelBuffer.position(0); + GLES20.glReadPixels(0, 0, (int)mScreenContext.viewport.width(), + (int)mScreenContext.viewport.height(), GLES20.GL_RGBA, + GLES20.GL_UNSIGNED_BYTE, pixelBuffer); + pixelBuffer.notify(); + } + } + } + } +} |