前言
經(jīng)過上一篇對OpenGL es的環(huán)境搭建,了解幾個關鍵的數(shù)據(jù)結構,本文將會解析軟件模擬紋理的繪制流程。
先擺一張,OpenGL es上下文的數(shù)據(jù)結構:

在閱讀本文時候,我們需要時刻記住這個圖。
如果問題,可以來本文討論http://www.itdecent.cn/p/29ab1b15cd2a
正文
回去看看我之前寫的OpenGL 的紋理與索引一文,紋理的核心步驟如下:
- 1.glGenTextures 生成一個紋理句柄
- 2.glBindTexture 綁定紋理句柄
- 3.glTexParameteri 設置紋理參數(shù)
- 4.glTexImage2D 輸入到像素數(shù)據(jù)到紋理
- 5.glActiveTexture 激活紋理
- 6.glDrawElements 繪制到屏幕
- 7.eglSwapBuffers 交換緩沖區(qū),顯示到屏幕
glGenTextures
文件:/frameworks/native/opengl/libagl/texture.cpp
void glGenTextures(GLsizei n, GLuint *textures)
{
ogles_context_t* c = ogles_context_t::get();
if (n<0) {
ogles_error(c, GL_INVALID_VALUE);
return;
}
// generate unique (shared) texture names
c->surfaceManager->getToken(n, textures);
}
先獲取當前線程的上下文ogles_context_t。surfaceManager是指EGLSurfaceManager指針。EGLSurfaceManager繼承于TokenManager,getToken是屬于TokenManager。
TokenManager getToken
文件:/frameworks/native/opengl/libagl/TokenManager.cpp
status_t TokenManager::getToken(GLsizei n, GLuint *tokens)
{
Mutex::Autolock _l(mLock);
for (GLsizei i=0 ; i<n ; i++)
*tokens++ = mTokenizer.acquire();
return NO_ERROR;
}
文件:/frameworks/native/opengl/libagl/Tokenizer.cpp
uint32_t Tokenizer::acquire()
{
if (!mRanges.size() || mRanges[0].first) {
_insertTokenAt(0,0);
return 0;
}
// just extend the first run
const run_t& run = mRanges[0];
uint32_t token = run.first + run.length;
_insertTokenAt(token, 1);
return token;
}
實際上這里的意思就是計算token的數(shù)值。這個token其實由mRanges的vector控制。mRanges的元素其實是run_t結構體,而token則是由run_t的first和length組成。
當?shù)谝淮紊梢粋€句柄時候,會在0位置插入0,length為1,返回0.不是第一次的時候,新的token為第0個的first+length。
glBindTexture
文件:/frameworks/native/opengl/libagl/texture.cpp
void glBindTexture(GLenum target, GLuint texture)
{
ogles_context_t* c = ogles_context_t::get();
...
// Bind or create a texture
sp<EGLTextureObject> tex;
if (texture == 0) {
// 0 is our local texture object
tex = c->textures.defaultTexture;
} else {
tex = c->surfaceManager->texture(texture);
if (ggl_unlikely(tex == 0)) {
tex = c->surfaceManager->createTexture(texture);
if (tex == 0) {
ogles_error(c, GL_OUT_OF_MEMORY);
return;
}
}
}
bindTextureTmu(c, c->textures.active, texture, tex);
}
EGLTextureObject指一個紋理對象。如果glBindTexture為0,則是一個默認紋理對象。因此當我們關閉一個紋理的時候,就要把glBindTexture的句柄設置為0.
否則EGLSurfaceManager調(diào)用texture獲取該id的EGLTextureObject,如果找不到創(chuàng)建一個createTexture創(chuàng)建一個該id對應的紋理對象。
最后調(diào)用bindTextureTmu,把texture_state_t中的active,texture(紋理句柄),找到或者生成新的紋理對象進行處理。
文件:ameworks/native/opengl/libagl/TextureObjectManager.cpp
sp<EGLTextureObject> EGLSurfaceManager::texture(GLuint name)
{
Mutex::Autolock _l(mLock);
const ssize_t index = mTextures.indexOfKey(name);
if (index >= 0)
return mTextures.valueAt(index);
return 0;
}
mTextures是一個KeyedVector。你可以暫時是做一個SparseArray即可。里面保存了當前key對應的EGLTextureObject,找不到返回0.
sp<EGLTextureObject> EGLSurfaceManager::createTexture(GLuint name)
{
sp<EGLTextureObject> result;
Mutex::Autolock _l(mLock);
if (mTextures.indexOfKey(name) >= 0)
return result; // already exists!
result = new EGLTextureObject();
status_t err = mTextures.add(name, result);
if (err < 0)
result.clear();
return result;
}
此時進行了EGLTextureObject初始化并且添加到mTextures。
EGLTextureObject 初始化
class EGLTextureObject : public LightRefBase<EGLTextureObject>
{
public:
EGLTextureObject();
~EGLTextureObject();
status_t setSurface(GGLSurface const* s);
status_t setImage(ANativeWindowBuffer* buffer);
void setImageBits(void* vaddr) { surface.data = (GGLubyte*)vaddr; }
status_t reallocate(GLint level,
int w, int h, int s,
int format, int compressedFormat, int bpr);
inline size_t size() const { return mSize; }
const GGLSurface& mip(int lod) const;
GGLSurface& editMip(int lod);
bool hasMipmaps() const { return mMipmaps!=0; }
bool isComplete() const { return mIsComplete; }
void copyParameters(const sp<EGLTextureObject>& old);
private:
status_t allocateMipmaps();
void freeMipmaps();
void init();
size_t mSize;
GGLSurface *mMipmaps;
int mNumExtraLod;
bool mIsComplete;
public:
GGLSurface surface;
GLenum wraps;
GLenum wrapt;
GLenum min_filter;
GLenum mag_filter;
GLenum internalformat;
GLint crop_rect[4];
GLint generate_mipmap;
GLint direct;
ANativeWindowBuffer* buffer;
};
能看到里面很多熟悉的結構體。GGLSurface;s,t軸等參數(shù)。
EGLTextureObject::EGLTextureObject()
: mSize(0)
{
init();
}
void EGLTextureObject::init()
{
memset(&surface, 0, sizeof(surface));
surface.version = sizeof(surface);
mMipmaps = 0;
mNumExtraLod = 0;
mIsComplete = false;
wraps = GL_REPEAT;
wrapt = GL_REPEAT;
min_filter = GL_LINEAR;
mag_filter = GL_LINEAR;
internalformat = 0;
memset(crop_rect, 0, sizeof(crop_rect));
generate_mipmap = GL_FALSE;
direct = GL_FALSE;
buffer = 0;
}
在這里初始化EGLTextureObject中的參數(shù)。s和t默認是重復,同時像素是線性過濾器,ANativeWindowBuffer初始化為0.
bindTextureTmu 更新紋理狀態(tài)機
bindTextureTmu(c, c->textures.active, texture, tex);
void bindTextureTmu(
ogles_context_t* c, int tmu, GLuint texture, const sp<EGLTextureObject>& tex)
{
if (tex.get() == c->textures.tmu[tmu].texture)
return;
// free the reference to the previously bound object
texture_unit_t& u(c->textures.tmu[tmu]);
if (u.texture)
u.texture->decStrong(c);
// bind this texture to the current active texture unit
// and add a reference to this texture object
u.texture = tex.get();
u.texture->incStrong(c);
u.name = texture;
invalidate_texture(c, tmu);
}
tmu就是texture_state_t中active的句柄其實就是texture_state_t 中 tmu數(shù)組中的index。如果此時綁定的紋理和當前已經(jīng)激活的紋理是同一個index,則直接返回。
否則,把EGLTextureObject 添加到active句柄(index)的位置。也就是說texture_unit_t其實對應就是EGLTextureObject。這樣ogles_context_t上下文的活躍紋理就是新的紋理對象,其中texture_unit_t的name會記錄當前我們設置的句柄值。
設置參數(shù)就跳過,我們直接看核心函數(shù)glTexImage2D。
glTexImage2D 加載圖像數(shù)據(jù)
一般用法如下:
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,data);
void glTexImage2D(
GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *pixels)
{
ogles_context_t* c = ogles_context_t::get();
//target只能是GL_TEXTURE_2D
if (target != GL_TEXTURE_2D) {
ogles_error(c, GL_INVALID_ENUM);
return;
}
...
int32_t size = 0;
GGLSurface* surface = 0;
int error = createTextureSurface(c, &surface, &size,
level, format, type, width, height);
...
if (pixels) {
const int32_t formatIdx = convertGLPixelFormat(format, type);
const GGLFormat& pixelFormat(c->rasterizer.formats[formatIdx]);
const int32_t align = c->textures.unpackAlignment-1;
const int32_t bpr = ((width * pixelFormat.size) + align) & ~align;
const int32_t stride = bpr / pixelFormat.size;
GGLSurface userSurface;
userSurface.version = sizeof(userSurface);
userSurface.width = width;
userSurface.height = height;
userSurface.stride = stride;
userSurface.format = formatIdx;
userSurface.compressedFormat = 0;
userSurface.data = (GLubyte*)pixels;
int err = copyPixels(c, *surface, 0, 0, userSurface, 0, 0, width, height);
if (err) {
ogles_error(c, err);
return;
}
generateMipmap(c, level);
}
}
- 1.target在OpenGL es只支持GL_TEXTURE_2D
- 2.createTextureSurface 創(chuàng)建一個紋理臨時圖層
- 3.傳進來的像素指針數(shù)組不為空,調(diào)用copyPixels拷貝。
- 4.generateMipmap 處理狀態(tài)機
createTextureSurface 獲取一個紋理臨時圖層
int createTextureSurface(ogles_context_t* c,
GGLSurface** outSurface, int32_t* outSize, GLint level,
GLenum format, GLenum type, GLsizei width, GLsizei height,
GLenum compressedFormat = 0)
{
// convert the pixelformat to one we can handle
const int32_t formatIdx = convertGLPixelFormat(format, type);
if (formatIdx == 0) { // we don't know what to do with this
return GL_INVALID_OPERATION;
}
// figure out the size we need as well as the stride
const GGLFormat& pixelFormat(c->rasterizer.formats[formatIdx]);
const int32_t align = c->textures.unpackAlignment-1;
const int32_t bpr = ((width * pixelFormat.size) + align) & ~align;
const size_t size = bpr * height;
const int32_t stride = bpr / pixelFormat.size;
if (level > 0) {
const int active = c->textures.active;
EGLTextureObject* tex = c->textures.tmu[active].texture;
status_t err = tex->reallocate(level,
width, height, stride, formatIdx, compressedFormat, bpr);
if (err != NO_ERROR)
return GL_OUT_OF_MEMORY;
GGLSurface& surface = tex->editMip(level);
*outSurface = &surface;
*outSize = size;
return 0;
}
sp<EGLTextureObject> tex = getAndBindActiveTextureObject(c);
status_t err = tex->reallocate(level,
width, height, stride, formatIdx, compressedFormat, bpr);
if (err != NO_ERROR)
return GL_OUT_OF_MEMORY;
tex->internalformat = format;
*outSurface = &tex->surface;
*outSize = size;
return 0;
}
這里面level一般是0.不為0說明指定多級漸遠紋理的級別。則從當前正在活躍textures找到EGLTextureObject。這里我們先按照0的情況處理。
level為0則調(diào)用getAndBindActiveTextureObject查找EGLTextureObject,接著調(diào)用reallocate,重新為EGLTextureObject設置寬高,讀取數(shù)據(jù)數(shù)據(jù)的步數(shù)。最后獲取EGLTextureObject中的GGLSurface 。
getAndBindActiveTextureObject
static __attribute__((noinline))
sp<EGLTextureObject> getAndBindActiveTextureObject(ogles_context_t* c)
{
sp<EGLTextureObject> tex;
const int active = c->textures.active;
const GLuint name = c->textures.tmu[active].name;
// free the reference to the previously bound object
texture_unit_t& u(c->textures.tmu[active]);
if (u.texture)
u.texture->decStrong(c);
if (name == 0) {
tex = c->textures.defaultTexture;
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
if (c->textures.tmu[i].texture == tex.get())
invalidate_texture(c, i);
}
} else {
// get a new texture object for that name
tex = c->surfaceManager->replaceTexture(name);
}
u.texture = tex.get();
u.texture->incStrong(c);
u.name = name;
invalidate_texture(c, active);
return tex;
}
在glBindTexture一步中,把活躍紋理已經(jīng)設置新的紋理對象。這個方法通過active的位置找到tmu中name對象。如果name是0,則說明是默認的紋理對象。否則將會調(diào)用EGLSurfaceManager的replaceTexture。
EGLSurfaceManager replaceTexture
sp<EGLTextureObject> EGLSurfaceManager::replaceTexture(GLuint name)
{
sp<EGLTextureObject> tex;
Mutex::Autolock _l(mLock);
const ssize_t index = mTextures.indexOfKey(name);
if (index >= 0) {
const sp<EGLTextureObject>& old = mTextures.valueAt(index);
const uint32_t refs = old->getStrongCount();
if (ggl_likely(refs == 1)) {
// we're the only owner
tex = old;
} else {
// keep the texture's parameters
tex = new EGLTextureObject();
tex->copyParameters(old);
mTextures.removeItemsAt(index);
mTextures.add(name, tex);
}
}
return tex;
}
此時會從name(也就是我們在glBindTexture時候的target)嘗試找到之前通過createTexture存在mTextures的紋理對象。
此時會檢測一下,紋理對象中強引用計數(shù),如果又有一個引用則不變。如果引用不為1,則會把原來的移除掉重新生成一個新的查到原來的位置。這里面目的只是為了保證引用計數(shù)能夠正常工作。
所以getAndBindActiveTextureObject其實就會返回之前設置好的active中的新紋理對象EGLTextureObject。
EGLTextureObject reallocate
status_t EGLTextureObject::reallocate(
GLint level, int w, int h, int s,
int format, int compressedFormat, int bpr)
{
const size_t size = h * bpr;
if (level == 0)
{
if (size!=mSize || !surface.data) {
if (mSize && surface.data) {
free(surface.data);
}
surface.data = (GGLubyte*)malloc(size);
if (!surface.data) {
mSize = 0;
mIsComplete = false;
return NO_MEMORY;
}
mSize = size;
}
surface.version = sizeof(GGLSurface);
surface.width = w;
surface.height = h;
surface.stride = s;
surface.format = format;
surface.compressedFormat = compressedFormat;
if (mMipmaps)
freeMipmaps();
mIsComplete = true;
}
else
{
...
}
return NO_ERROR;
}
其實這里面的工作就是釋放了GGLSurface中的數(shù)據(jù)內(nèi)存,重新申請一套內(nèi)存,并且設置當前紋理相關的數(shù)據(jù)進去。而GGLSurface這個結構體也很簡單:
typedef struct {
GGLsizei version; // always set to sizeof(GGLSurface)
GGLuint width; // width in pixels
GGLuint height; // height in pixels
GGLint stride; // stride in pixels
GGLubyte* data; // pointer to the bits
GGLubyte format; // pixel format
GGLubyte rfu[3]; // must be zero
// these values are dependent on the used format
union {
GGLint compressedFormat;
GGLint vstride;
};
void* reserved;
} GGLSurface;
至此createTextureSurface就可以通過活躍的紋理,拿到紋理對象中臨時的繪制圖層。
copyPixels 拷貝像素數(shù)據(jù)到紋理圖層中
const int32_t formatIdx = convertGLPixelFormat(format, type);
const GGLFormat& pixelFormat(c->rasterizer.formats[formatIdx]);
const int32_t align = c->textures.unpackAlignment-1;
const int32_t bpr = ((width * pixelFormat.size) + align) & ~align;
const int32_t stride = bpr / pixelFormat.size;
GGLSurface userSurface;
userSurface.version = sizeof(userSurface);
userSurface.width = width;
userSurface.height = height;
userSurface.stride = stride;
userSurface.format = formatIdx;
userSurface.compressedFormat = 0;
userSurface.data = (GLubyte*)pixels;
int err = copyPixels(c, *surface, 0, 0, userSurface, 0, 0, width, height);
static __attribute__((noinline))
int copyPixels(
ogles_context_t* c,
const GGLSurface& dst,
GLint xoffset, GLint yoffset,
const GGLSurface& src,
GLint x, GLint y, GLsizei w, GLsizei h)
{
if ((dst.format == src.format) &&
(dst.stride == src.stride) &&
(dst.width == src.width) &&
(dst.height == src.height) &&
(dst.stride > 0) &&
((x|y) == 0) &&
((xoffset|yoffset) == 0))
{
// this is a common case...
const GGLFormat& pixelFormat(c->rasterizer.formats[src.format]);
const size_t size = src.height * src.stride * pixelFormat.size;
memcpy(dst.data, src.data, size);
return 0;
}
// use pixel-flinger to handle all the conversions
GGLContext* ggl = getRasterizer(c);
if (!ggl) {
// the only reason this would fail is because we ran out of memory
return GL_OUT_OF_MEMORY;
}
ggl->colorBuffer(ggl, &dst);
ggl->bindTexture(ggl, &src);
ggl->texCoord2i(ggl, x-xoffset, y-yoffset);
ggl->recti(ggl, xoffset, yoffset, xoffset+w, yoffset+h);
return 0;
}
首先看到此時會進行userface臨時紋理圖層和紋理圖層比較規(guī)格。如果一致,則獲取當前的像素顏色規(guī)格,找到更加精確的surface大小,把glTexImage2D中的pixel像素的數(shù)據(jù)拷貝到紋理的的GGLSurface中。
這是絕大部分情況,也是當前的邏輯。當然遇到兩個規(guī)格不同的surface需要拷貝數(shù)據(jù),則需要把邏輯交給GGLContext處理。這里暫時不考慮。因為userface的規(guī)格參數(shù)是拷貝紋理的GGLSurface的。
generateMipmap
void generateMipmap(ogles_context_t* c, GLint level)
{
if (level == 0) {
const int active = c->textures.active;
EGLTextureObject* tex = c->textures.tmu[active].texture;
if (tex->generate_mipmap) {
if (buildAPyramid(c, tex) != NO_ERROR) {
ogles_error(c, GL_OUT_OF_MEMORY);
return;
}
}
}
}
generate_mipmap 此時為false,將不會走進buildAPyramid。
glActiveTexture 激活紋理
void glActiveTexture(GLenum texture)
{
ogles_context_t* c = ogles_context_t::get();
if (uint32_t(texture-GL_TEXTURE0) > uint32_t(GGL_TEXTURE_UNIT_COUNT)) {
ogles_error(c, GL_INVALID_ENUM);
return;
}
c->textures.active = texture - GL_TEXTURE0;
c->rasterizer.procs.activeTexture(c, c->textures.active);
}
關鍵是c->rasterizer.procs.activeTexture。rasterizer是指context_t,而procs則是GGLContext。
GGLContext activeTexture
文件:/system/core/libpixelflinger/pixelflinger.cpp
static void ggl_activeTexture(void* con, GGLuint tmu)
{
GGL_CONTEXT(c, con);
if (tmu >= GGLuint(GGL_TEXTURE_UNIT_COUNT)) {
ggl_error(c, GGL_INVALID_ENUM);
return;
}
c->activeTMUIndex = tmu;
c->activeTMU = &(c->state.texture[tmu]);
}
此時c是context_t,就是很簡單的把context_t中activeTMUIndex設置為當前的紋理句柄,通過句柄找到對應的紋理對象,賦值到activeTMU。
這樣context _t狀態(tài)管理器就拿到了活躍的紋理對象。
glDrawElements 繪制到屏幕
文件:/frameworks/native/opengl/libagl/array.cpp
void glDrawElements(
GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
ogles_context_t* c = ogles_context_t::get();
...
switch (mode) {
case GL_POINTS:
case GL_LINE_STRIP:
case GL_LINE_LOOP:
case GL_LINES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_TRIANGLES:
break;
default:
ogles_error(c, GL_INVALID_ENUM);
return;
}
switch (type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
c->arrays.indicesType = type;
break;
default:
ogles_error(c, GL_INVALID_ENUM);
return;
}
if (count == 0 || !c->arrays.vertex.enable)
return;
if ((c->cull.enable) && (c->cull.cullFace == GL_FRONT_AND_BACK))
return; // all triangles are culled
// clear the vertex-cache
c->vc.clear();
validate_arrays(c, mode);
// if indices are in a buffer object, the pointer is treated as an
// offset in that buffer.
if (c->arrays.element_array_buffer) {
indices = c->arrays.element_array_buffer->data + uintptr_t(indices);
}
const uint32_t enables = c->rasterizer.state.enables;
if (enables & GGL_ENABLE_TMUS)
ogles_lock_textures(c);
drawElementsPrims[mode](c, count, indices);
if (enables & GGL_ENABLE_TMUS)
ogles_unlock_textures(c);
#if VC_CACHE_STATISTICS
c->vc.total = count;
c->vc.dump_stats(mode);
#endif
}
這個方法的核心實際上是檢測array_machine_t結構體,繪制頂點,繪制三角形,檢查綁定在頂點數(shù)組對象的紋理。
校驗拷貝olgs_context_t數(shù)據(jù)到state_t
文件:/frameworks/native/opengl/libagl/texture.cpp
static __attribute__((noinline))
void validate_tmu(ogles_context_t* c, int i)
{
texture_unit_t& u(c->textures.tmu[i]);
if (u.dirty) {
u.dirty = 0;
c->rasterizer.procs.activeTexture(c, i);
c->rasterizer.procs.bindTexture(c, &(u.texture->surface));
c->rasterizer.procs.texGeni(c, GGL_S,
GGL_TEXTURE_GEN_MODE, GGL_AUTOMATIC);
c->rasterizer.procs.texGeni(c, GGL_T,
GGL_TEXTURE_GEN_MODE, GGL_AUTOMATIC);
c->rasterizer.procs.texParameteri(c, GGL_TEXTURE_2D,
GGL_TEXTURE_WRAP_S, u.texture->wraps);
c->rasterizer.procs.texParameteri(c, GGL_TEXTURE_2D,
GGL_TEXTURE_WRAP_T, u.texture->wrapt);
c->rasterizer.procs.texParameteri(c, GGL_TEXTURE_2D,
GGL_TEXTURE_MIN_FILTER, u.texture->min_filter);
c->rasterizer.procs.texParameteri(c, GGL_TEXTURE_2D,
GGL_TEXTURE_MAG_FILTER, u.texture->mag_filter);
// disable this texture unit if it's not complete
if (!u.texture->isComplete()) {
c->rasterizer.procs.disable(c, GGL_TEXTURE_2D);
}
}
}
在這個過程中會獲取之前放在ogles_context_t.texture_state中的數(shù)據(jù),全部拷貝到state_t.
繪制核心
可以去看看底層核心:
文件:/system/core/libpixelflinger/scanline.cpp
void scanline(context_t* c)
{
const uint32_t enables = c->state.enables;
const int xs = c->iterators.xl;
const int x1 = c->iterators.xr;
int xc = x1 - xs;
const int16_t* covPtr = c->state.buffers.coverage + xs;
// All iterated values are sampled at the pixel center
// reset iterators for that scanline...
GGLcolor r, g, b, a;
iterators_t& ci = c->iterators;
...
// z iterators are 1.31
GGLfixed z = (xs * c->shade.dzdx) + ci.ydzdy;
GGLfixed f = (xs * c->shade.dfdx) + ci.ydfdy;
struct {
GGLfixed s, t;
} tc[GGL_TEXTURE_UNIT_COUNT];
if (enables & GGL_ENABLE_TMUS) {
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
if (c->state.texture[i].enable) {
texture_iterators_t& ti = c->state.texture[i].iterators;
if (enables & GGL_ENABLE_W) {
tc[i].s = ti.ydsdy;
tc[i].t = ti.ydtdy;
} else {
tc[i].s = (xs * ti.dsdx) + ti.ydsdy;
tc[i].t = (xs * ti.dtdx) + ti.ydtdy;
}
}
}
}
pixel_t fragment;
pixel_t texel;
pixel_t fb;
uint32_t x = xs;
uint32_t y = c->iterators.y;
while (xc--) {
{ // just a scope
// read color (convert to 8 bits by keeping only the integer part)
fragment.s[1] = fragment.s[2] =
fragment.s[3] = fragment.s[0] = 8;
fragment.c[1] = r >> (GGL_COLOR_BITS-8);
fragment.c[2] = g >> (GGL_COLOR_BITS-8);
fragment.c[3] = b >> (GGL_COLOR_BITS-8);
fragment.c[0] = a >> (GGL_COLOR_BITS-8);
// texturing
if (enables & GGL_ENABLE_TMUS) {
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; ++i) {
texture_t& tx = c->state.texture[i];
if (!tx.enable)
continue;
texture_iterators_t& ti = tx.iterators;
int32_t u, v;
// s-coordinate
if (tx.s_coord != GGL_ONE_TO_ONE) {
const int w = tx.surface.width;
u = wrapping(tc[i].s, w, tx.s_wrap);
tc[i].s += ti.dsdx;
} else {
u = (((tx.shade.is0>>16) + x)<<16) + FIXED_HALF;
}
// t-coordinate
if (tx.t_coord != GGL_ONE_TO_ONE) {
const int h = tx.surface.height;
v = wrapping(tc[i].t, h, tx.t_wrap);
tc[i].t += ti.dtdx;
} else {
v = (((tx.shade.it0>>16) + y)<<16) + FIXED_HALF;
}
// read texture
if (tx.mag_filter == GGL_NEAREST &&
tx.min_filter == GGL_NEAREST)
{
u >>= 16;
v >>= 16;
tx.surface.read(&tx.surface, c, u, v, &texel);
} else {
const int w = tx.surface.width;
const int h = tx.surface.height;
u -= FIXED_HALF;
v -= FIXED_HALF;
int u0 = u >> 16;
int v0 = v >> 16;
int u1 = u0 + 1;
int v1 = v0 + 1;
if (tx.s_wrap == GGL_REPEAT) {
if (u0<0) u0 += w;
if (u1<0) u1 += w;
if (u0>=w) u0 -= w;
if (u1>=w) u1 -= w;
} else {
if (u0<0) u0 = 0;
if (u1<0) u1 = 0;
if (u0>=w) u0 = w-1;
if (u1>=w) u1 = w-1;
}
if (tx.t_wrap == GGL_REPEAT) {
if (v0<0) v0 += h;
if (v1<0) v1 += h;
if (v0>=h) v0 -= h;
if (v1>=h) v1 -= h;
} else {
if (v0<0) v0 = 0;
if (v1<0) v1 = 0;
if (v0>=h) v0 = h-1;
if (v1>=h) v1 = h-1;
}
pixel_t texels[4];
uint32_t mm[4];
tx.surface.read(&tx.surface, c, u0, v0, &texels[0]);
tx.surface.read(&tx.surface, c, u0, v1, &texels[1]);
tx.surface.read(&tx.surface, c, u1, v0, &texels[2]);
tx.surface.read(&tx.surface, c, u1, v1, &texels[3]);
u = (u >> 12) & 0xF;
v = (v >> 12) & 0xF;
u += u>>3;
v += v>>3;
mm[0] = (0x10 - u) * (0x10 - v);
mm[1] = (0x10 - u) * v;
mm[2] = u * (0x10 - v);
mm[3] = 0x100 - (mm[0] + mm[1] + mm[2]);
for (int j=0 ; j<4 ; j++) {
texel.s[j] = texels[0].s[j];
if (!texel.s[j]) continue;
texel.s[j] += 8;
texel.c[j] = texels[0].c[j]*mm[0] +
texels[1].c[j]*mm[1] +
texels[2].c[j]*mm[2] +
texels[3].c[j]*mm[3] ;
}
}
// Texture environnement...
for (int j=0 ; j<4 ; j++) {
uint32_t& Cf = fragment.c[j];
uint32_t& Ct = texel.c[j];
uint8_t& sf = fragment.s[j];
uint8_t& st = texel.s[j];
uint32_t At = texel.c[0];
uint8_t sat = texel.s[0];
switch (tx.env) {
case GGL_REPLACE:
if (st) {
Cf = Ct;
sf = st;
}
break;
case GGL_MODULATE:
if (st) {
uint32_t factor = Ct + (Ct>>(st-1));
Cf = (Cf * factor) >> st;
}
break;
case GGL_DECAL:
if (sat) {
rescale(Cf, sf, Ct, st);
Cf += ((Ct - Cf) * (At + (At>>(sat-1)))) >> sat;
}
break;
case GGL_BLEND:
if (st) {
uint32_t Cc = tx.env_color[i];
if (sf>8) Cc = (Cc * ((1<<sf)-1))>>8;
else if (sf<8) Cc = (Cc - (Cc>>(8-sf)))>>(8-sf);
uint32_t factor = Ct + (Ct>>(st-1));
Cf = ((((1<<st) - factor) * Cf) + Ct*Cc)>>st;
}
break;
case GGL_ADD:
if (st) {
rescale(Cf, sf, Ct, st);
Cf += Ct;
}
break;
}
}
}
}
// coverage application
if (enables & GGL_ENABLE_AA) {
...
}
// alpha-test 透明測試
if (enables & GGL_ENABLE_ALPHA_TEST) {
...
}
// depth test 深度測試
if (c->state.buffers.depth.format) {
....
}
// 霧化效果
if (enables & GGL_ENABLE_FOG) {
....
}
//混合
if (enables & GGL_ENABLE_BLENDING) {
...
}
// write,調(diào)用framebuffer_t的寫方法
c->state.buffers.color.write(
&(c->state.buffers.color), c, x, y, &fragment);
}
discard:
// iterate...
x += 1;
if (enables & GGL_ENABLE_SMOOTH) {
r += c->shade.drdx;
g += c->shade.dgdx;
b += c->shade.dbdx;
a += c->shade.dadx;
}
z += c->shade.dzdx;
f += c->shade.dfdx;
}
}
流程如下
- 1.處理紋理
- 2.處理片元覆蓋
- 3.透明測試
- 4.深度測試
- 5.霧化效果
- 6.混合紋理
- 6.處理過的像素點將會調(diào)用 context_t 中state_t中的framebuffer_t中color中的write方法。這就是上一篇文章聊過的。在OpenGL es makeCurrent時候將會把Surface中存儲數(shù)據(jù)段的地址和framebuffer_t中color的bit字段關聯(lián)起來。
如果對這些算法感興趣,可以看看他們對像素的操作。
我們來看看framebuffer_t中的write方法。當通過glDrawArrays的時候,會調(diào)用trianglex_validate進行校驗,同時賦值函數(shù)指針:
static void pick_read_write(surface_t* s)
{
// Choose best reader/writers.
switch (s->format) {
case GGL_PIXEL_FORMAT_RGBA_8888: s->read = readABGR8888; break;
case GGL_PIXEL_FORMAT_RGB_565: s->read = readRGB565; break;
default: s->read = read_pixel; break;
}
s->write = write_pixel;
}
void write_pixel(const surface_t* s, context_t* c,
uint32_t x, uint32_t y, const pixel_t* pixel)
{
int dither = -1;
if (c->state.enables & GGL_ENABLE_DITHER) {
dither = c->ditherMatrix[ (x & GGL_DITHER_MASK) +
((y & GGL_DITHER_MASK)<<GGL_DITHER_ORDER_SHIFT) ];
}
const GGLFormat* f = &(c->formats[s->format]);
int32_t index = x + (s->stride * y);
uint8_t* const data = s->data + index * f->size;
uint32_t mask = 0;
uint32_t v = 0;
for (int i=0 ; i<4 ; i++) {
const int component_mask = 1 << i;
if (f->components>=GGL_LUMINANCE &&
(i==GGLFormat::GREEN || i==GGLFormat::BLUE)) {
// destinations L formats don't have G or B
continue;
}
const int l = f->c[i].l;
const int h = f->c[i].h;
if (h && (c->state.mask.color & component_mask)) {
mask |= (((1<<(h-l))-1)<<l);
uint32_t u = pixel->c[i];
int32_t pixelSize = pixel->s[i];
if (pixelSize < (h-l)) {
u = expand(u, pixelSize, h-l);
pixelSize = h-l;
}
v = downshift_component(v, u, pixelSize, 0, h, l, 0, 0, dither);
}
}
if ((c->state.mask.color != 0xF) ||
(c->state.enables & GGL_ENABLE_LOGIC_OP)) {
uint32_t d = 0;
switch (f->size) {
case 1: d = *data; break;
case 2: d = *(uint16_t*)data; break;
case 3: d = (data[2]<<16)|(data[1]<<8)|data[0]; break;
case 4: d = GGL_RGBA_TO_HOST(*(uint32_t*)data); break;
}
if (c->state.enables & GGL_ENABLE_LOGIC_OP) {
v = logic_op(c->state.logic_op.opcode, v, d);
v &= mask;
}
v |= (d & ~mask);
}
switch (f->size) {
case 1: *data = v; break;
case 2: *(uint16_t*)data = v; break;
case 3:
data[0] = v;
data[1] = v>>8;
data[2] = v>>16;
break;
case 4: *(uint32_t*)data = GGL_HOST_TO_RGBA(v); break;
}
}
在這個方法里面,如果沒辦法完全看懂沒關系,但是能知道獲取了surface_t中的data字段,這個字段剛好和Surface的bit地址綁定起來,此時寫進去數(shù)據(jù),就是寫進Surface的bit字段中。
寫進去了,但是怎么顯示到屏幕呢?
eglSwapBuffers 交換緩沖區(qū),顯示到屏幕
文件:/frameworks/native/opengl/libs/EGL/eglApi.cpp
EGLBoolean eglSwapBuffers(EGLDisplay dpy, EGLSurface surface)
{
return eglSwapBuffersWithDamageKHR(dpy, surface, NULL, 0);
}
EGLBoolean eglSwapBuffersWithDamageKHR(EGLDisplay dpy, EGLSurface draw,
EGLint *rects, EGLint n_rects)
{
ATRACE_CALL();
clearError();
const egl_display_ptr dp = validate_display(dpy);
if (!dp) return EGL_FALSE;
SurfaceRef _s(dp.get(), draw);
...
std::vector<android_native_rect_t> androidRects((size_t)n_rects);
for (int r = 0; r < n_rects; ++r) {
int offset = r * 4;
int x = rects[offset];
int y = rects[offset + 1];
int width = rects[offset + 2];
int height = rects[offset + 3];
android_native_rect_t androidRect;
androidRect.left = x;
androidRect.top = y + height;
androidRect.right = x + width;
androidRect.bottom = y;
androidRects.push_back(androidRect);
}
native_window_set_surface_damage(s->getNativeWindow(), androidRects.data(), androidRects.size());
if (s->cnx->egl.eglSwapBuffersWithDamageKHR) {
return s->cnx->egl.eglSwapBuffersWithDamageKHR(dp->disp.dpy, s->surface,
rects, n_rects);
} else {
return s->cnx->egl.eglSwapBuffers(dp->disp.dpy, s->surface);
}
}
能看到這里面的核心邏輯,首先拿到整個繪制的區(qū)域,接著調(diào)用native_window_set_surface_damage設置內(nèi)容,最后根據(jù)OpenGL
es是否包含eglSwapBuffersWithDamageKHR方法來決定,如果包含這個優(yōu)化的方法,就調(diào)用Android平臺優(yōu)化過的eglSwapBuffersWithDamageKHR交換緩沖區(qū)方法,否則將會調(diào)用通用eglSwapBuffers。
OpenGL es eglSwapBuffers
文件:/frameworks/native/opengl/libagl/egl.cpp
EGLBoolean eglSwapBuffers(EGLDisplay dpy, EGLSurface draw)
{
...
egl_surface_t* d = static_cast<egl_surface_t*>(draw);
...
// post the surface
d->swapBuffers();
// if it's bound to a context, update the buffer
if (d->ctx != EGL_NO_CONTEXT) {
d->bindDrawSurface((ogles_context_t*)d->ctx);
// if this surface is also the read surface of the context
// it is bound to, make sure to update the read buffer as well.
// The EGL spec is a little unclear about this.
egl_context_t* c = egl_context_t::context(d->ctx);
if (c->read == draw) {
d->bindReadSurface((ogles_context_t*)d->ctx);
}
}
return EGL_TRUE;
}
核心方法就是調(diào)用egl_surface_t的swapBuffers。而egl_surface_t其實就是上一篇文章解析過的egl_window_surface_v2_t對象。下面這個函數(shù)就是引出整個圖元狀態(tài)和申請的核心邏輯。
egl_window_surface_v2_t swapBuffers
EGLBoolean egl_window_surface_v2_t::swapBuffers()
{
...
if (previousBuffer) {
previousBuffer->common.decRef(&previousBuffer->common);
previousBuffer = 0;
}
unlock(buffer);
previousBuffer = buffer;
nativeWindow->queueBuffer(nativeWindow, buffer, -1);
buffer = 0;
// dequeue a new buffer
int fenceFd = -1;
if (nativeWindow->dequeueBuffer(nativeWindow, &buffer, &fenceFd) == NO_ERROR) {
sp<Fence> fence(new Fence(fenceFd));
if (fence->wait(Fence::TIMEOUT_NEVER)) {
nativeWindow->cancelBuffer(nativeWindow, buffer, fenceFd);
return setError(EGL_BAD_ALLOC, EGL_FALSE);
}
// reallocate the depth-buffer if needed
if ((width != buffer->width) || (height != buffer->height)) {
// TODO: we probably should reset the swap rect here
// if the window size has changed
width = buffer->width;
height = buffer->height;
if (depth.data) {
free(depth.data);
depth.width = width;
depth.height = height;
depth.stride = buffer->stride;
uint64_t allocSize = static_cast<uint64_t>(depth.stride) *
static_cast<uint64_t>(depth.height) * 2;
if (depth.stride < 0 || depth.height > INT_MAX ||
allocSize > UINT32_MAX) {
setError(EGL_BAD_ALLOC, EGL_FALSE);
return EGL_FALSE;
}
depth.data = (GGLubyte*)malloc(allocSize);
if (depth.data == 0) {
setError(EGL_BAD_ALLOC, EGL_FALSE);
return EGL_FALSE;
}
}
}
// keep a reference on the buffer
buffer->common.incRef(&buffer->common);
// finally pin the buffer down
if (lock(buffer, GRALLOC_USAGE_SW_READ_OFTEN |
GRALLOC_USAGE_SW_WRITE_OFTEN, &bits) != NO_ERROR) {
...
}
} else {
return setError(EGL_BAD_CURRENT_SURFACE, EGL_FALSE);
}
return EGL_TRUE;
}
在這個過程中做了兩個十分重要的事情:
- 1.調(diào)用了nativeWindow->queueBuffer 把之前通過egl_window_surface_v2_t申請出來的圖元進行queue進入相關的參數(shù)生成一個個BufferItem插入到緩沖隊列中,等待消費
- 2.調(diào)用了nativeWindow->dequeueBuffer 把buffer設置進去并且根據(jù)圖元生產(chǎn)者那邊返回來的slotId(也就是從freeSlot和freebuffer中找到的空閑GraphicBuffer對應緩沖隊列的index)返回,也會按照需求新生成一個新的GraphicBuffer。
一般來說,都是先調(diào)用dequeue生產(chǎn)一個新的GraphicBuffer,之后調(diào)用queueBuffer把當前的圖元對應的BufferItem放到緩沖隊列。那么這里面的意思很簡單,就是swapBuffers繪制上一幀數(shù)的內(nèi)容,接著生成新的一幀,繼續(xù)在OpenGL es中繪制。
這里能第一次看到fence同步柵的存在。其實原因很簡單,一般來說CPU不知道GPU什么時候會完成,需要一個同步柵去通過GPU和CPU。
Android平臺 OpenGL es的優(yōu)化
能看到其實在紋理過程中,涉及到了不少臨時圖層,如果遇到紋理十分大時候,臨時圖層來來去去的拷貝十分影響速度。因此在Android中使用了直接紋理機制。
其核心的思想是,不需要臨時圖層,Android系統(tǒng)直接提供ANativeBuffer,你們繪制在上面就好了。
使用方法如下:
//生成一個直接紋理緩沖
EGLImageKHR eglSrcImage = eglCreateImageKHR(eglDisplay,
EGL_NO_CONTEXT,EGL_NATIVE_BUFFER_ANDROID,(EGLClientBuffer)&sSrcBuffer,0);
//生成
glGenTextures(1,&texID);
//綁定
glBindTexture(GL_TEXTURE_2D,texID);
//存儲數(shù)據(jù)
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,eglSrcImage);
我們需要生成一個EGLImage對象,承載像素數(shù)據(jù),記者直接操作EGLImage。其中EGLClientBuffer這個參數(shù)就是ANativeWindowBuffer。
eglCreateImageKHR
EGLImageKHR eglCreateImageKHR(EGLDisplay dpy, EGLContext ctx, EGLenum target,
EGLClientBuffer buffer, const EGLint *attrib_list)
{
clearError();
const egl_display_ptr dp = validate_display(dpy);
if (!dp) return EGL_NO_IMAGE_KHR;
ContextRef _c(dp.get(), ctx);
egl_context_t * const c = _c.get();
std::vector<EGLint> strippedAttribList;
for (const EGLint *attr = attrib_list; attr && attr[0] != EGL_NONE; attr += 2) {
if (attr[0] == EGL_GL_COLORSPACE_KHR &&
dp->haveExtension("EGL_EXT_image_gl_colorspace")) {
if (attr[1] != EGL_GL_COLORSPACE_LINEAR_KHR &&
attr[1] != EGL_GL_COLORSPACE_SRGB_KHR) {
continue;
}
}
strippedAttribList.push_back(attr[0]);
strippedAttribList.push_back(attr[1]);
}
strippedAttribList.push_back(EGL_NONE);
EGLImageKHR result = EGL_NO_IMAGE_KHR;
egl_connection_t* const cnx = &gEGLImpl;
if (cnx->dso && cnx->egl.eglCreateImageKHR) {
result = cnx->egl.eglCreateImageKHR(
dp->disp.dpy,
c ? c->context : EGL_NO_CONTEXT,
target, buffer, strippedAttribList.data());
}
return result;
}
核心方法很簡單就是獲取屏幕中的配置參數(shù),調(diào)用了OpenGL es的eglCreateImageKHR。
OpenGL es的eglCreateImageKHR
EGLImageKHR eglCreateImageKHR(EGLDisplay dpy, EGLContext ctx, EGLenum target,
EGLClientBuffer buffer, const EGLint* /*attrib_list*/)
{
if (egl_display_t::is_valid(dpy) == EGL_FALSE) {
return setError(EGL_BAD_DISPLAY, EGL_NO_IMAGE_KHR);
}
if (ctx != EGL_NO_CONTEXT) {
return setError(EGL_BAD_CONTEXT, EGL_NO_IMAGE_KHR);
}
if (target != EGL_NATIVE_BUFFER_ANDROID) {
return setError(EGL_BAD_PARAMETER, EGL_NO_IMAGE_KHR);
}
ANativeWindowBuffer* native_buffer = (ANativeWindowBuffer*)buffer;
if (native_buffer->common.magic != ANDROID_NATIVE_BUFFER_MAGIC)
return setError(EGL_BAD_PARAMETER, EGL_NO_IMAGE_KHR);
if (native_buffer->common.version != sizeof(ANativeWindowBuffer))
return setError(EGL_BAD_PARAMETER, EGL_NO_IMAGE_KHR);
switch (native_buffer->format) {
case HAL_PIXEL_FORMAT_RGBA_8888:
case HAL_PIXEL_FORMAT_RGBX_8888:
case HAL_PIXEL_FORMAT_RGB_888:
case HAL_PIXEL_FORMAT_RGB_565:
case HAL_PIXEL_FORMAT_BGRA_8888:
break;
default:
return setError(EGL_BAD_PARAMETER, EGL_NO_IMAGE_KHR);
}
native_buffer->common.incRef(&native_buffer->common);
return (EGLImageKHR)native_buffer;
}
在這里面完全沒有做什么工作,就是檢測了像素規(guī)格,把ANativeWindowBuffer強轉為EGLImageKHR返回。
glEGLImageTargetTexture2DOES
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image)
{
ogles_context_t* c = ogles_context_t::get();
...
ANativeWindowBuffer* native_buffer = (ANativeWindowBuffer*)image;
...
// bind it to the texture unit
sp<EGLTextureObject> tex = getAndBindActiveTextureObject(c);
tex->setImage(native_buffer);
}
能看到此時會拿到當前活躍target對應的EGLTextureObject,并且設置到Image中,其實就是設置到EGLTextureObject中的buffer參數(shù)中。
這樣就就不會有一次glTextImage2D一樣有一個中間圖層誕生,這樣加速了整個圖層計算速度。同時讓OpenGL es可以和Skia等其他畫筆進行快速協(xié)調(diào)合作。
總結
先用一張圖總結一下:

到這里,我就把Android對OpenGL es的紋理開發(fā)流程的源碼重新梳理了一遍,對整個機制有了更加深刻的理解。
其實第一次接觸OpenGL es為什么要先glGen接著glBind生成一個頂點/緩沖/紋理等對象進行操作。內(nèi)部是怎么一個機制,真的套路都是背的。閱讀源碼之后,才知道原來是這么簡單。
每一個glGen其實就是誕生找到一個合適空閑句柄,每一個glBind這個時候才是把句柄和OpenGL es底層的對象真的綁定起來,并且讓ogles_context_t持有當前操作對象。這也是為什么我們需要glBind之后才進行操作。而且一般句柄為0在OpenGL es中,在管理數(shù)組中要么是默認要么就是無效,所以我們接觸綁定可以把句柄設置為0.
當我們調(diào)用一次glTextImge2D的時候,將數(shù)據(jù)傳到一個臨時的圖層中進行拷貝持有。因此,我們每一次不需要的時候,記得要glDelete對應的紋理還有其他對象,因為會不少臨時變量占用不釋放。
除了頂點和緩沖之外,如紋理,深度測試,透明測試,霧化,裁剪等需要圖層需要圖層承載的操作,都會設置到state_t一個象征著當前操作都設置進去的操作的參數(shù)。就以紋理繪制為例子,ogles_context_t 的texture的數(shù)組保存著EGLTextureObject,在state_t保存著每一個EGLTextureObject對應的參數(shù),當繪制的時候將會
所有圖層(framebuffer_t)都是在一個state_t一個當前狀態(tài)結構體控制,context_t則是狀態(tài)控制器,能夠快捷的獲得一些需要的參數(shù)。
如紋理這種特殊一點,需要進行一次激活,讓最外層的上下文持有當前的活躍對象。也是因為紋理的特殊性不像頂點和緩沖,有時候不需要繪制。
glDrawArrays 和 glDrawElements 才是把統(tǒng)統(tǒng)這些操作繪制到一個臨時的圖層。
eglSwapBuffer 它的作用就是真正把圖元繪制到各個平臺中。
有了本文的鋪墊,引出了GraphicBuffer這個對象,它是怎么誕生的,又是怎么傳輸?shù)摹O乱黄恼聦痛蠹伊牧?,GraphicBuffer的生成,以及Android新版本引入的GraphicBuffer的內(nèi)核控制機制ion.c,來比較比較ashmem之間的區(qū)別,看看為什么Android要拋棄它。