Use a VBO when drawing blurs
Until now, we were uploading the vertex and uv data for every draw call,
this is not great. This CL created a packed vertex buffer, uploads it
to the graphics card and reuses it.
Test: SurfaceFlinger_tests
Test: manual
Bug: 149792636
Change-Id: Iee72a9a815a8ea43880a21c1b4c61320dea20dff
diff --git a/libs/renderengine/Android.bp b/libs/renderengine/Android.bp
index 1075f16..eb6080f 100644
--- a/libs/renderengine/Android.bp
+++ b/libs/renderengine/Android.bp
@@ -55,6 +55,7 @@
"gl/GLShadowTexture.cpp",
"gl/GLShadowVertexGenerator.cpp",
"gl/GLSkiaShadowPort.cpp",
+ "gl/GLVertexBuffer.cpp",
"gl/ImageManager.cpp",
"gl/Program.cpp",
"gl/ProgramCache.cpp",
diff --git a/libs/renderengine/gl/GLVertexBuffer.cpp b/libs/renderengine/gl/GLVertexBuffer.cpp
new file mode 100644
index 0000000..e50c471
--- /dev/null
+++ b/libs/renderengine/gl/GLVertexBuffer.cpp
@@ -0,0 +1,55 @@
+/*
+ * Copyright 2020 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "GLVertexBuffer.h"
+
+#include <GLES/gl.h>
+#include <GLES2/gl2.h>
+#include <nativebase/nativebase.h>
+#include <utils/Trace.h>
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+GLVertexBuffer::GLVertexBuffer() {
+ glGenBuffers(1, &mBufferName);
+}
+
+GLVertexBuffer::~GLVertexBuffer() {
+ glDeleteBuffers(1, &mBufferName);
+}
+
+void GLVertexBuffer::allocateBuffers(const GLfloat data[], const GLuint size) {
+ ATRACE_CALL();
+ bind();
+ glBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat), data, GL_STATIC_DRAW);
+ unbind();
+}
+
+void GLVertexBuffer::bind() const {
+ glBindBuffer(GL_ARRAY_BUFFER, mBufferName);
+}
+
+void GLVertexBuffer::unbind() const {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android
diff --git a/libs/renderengine/gl/GLVertexBuffer.h b/libs/renderengine/gl/GLVertexBuffer.h
new file mode 100644
index 0000000..c0fd0c1
--- /dev/null
+++ b/libs/renderengine/gl/GLVertexBuffer.h
@@ -0,0 +1,49 @@
+/*
+ * Copyright 2020 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#pragma once
+
+#include <cstdint>
+
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+#include <GLES2/gl2.h>
+
+struct ANativeWindowBuffer;
+
+namespace android {
+namespace renderengine {
+namespace gl {
+
+class GLESRenderEngine;
+
+class GLVertexBuffer {
+public:
+ explicit GLVertexBuffer();
+ ~GLVertexBuffer();
+
+ void allocateBuffers(const GLfloat data[], const GLuint size);
+ uint32_t getBufferName() const { return mBufferName; }
+ void bind() const;
+ void unbind() const;
+
+private:
+ uint32_t mBufferName;
+};
+
+} // namespace gl
+} // namespace renderengine
+} // namespace android
diff --git a/libs/renderengine/gl/filters/BlurFilter.cpp b/libs/renderengine/gl/filters/BlurFilter.cpp
index e704907..6ba78dc 100644
--- a/libs/renderengine/gl/filters/BlurFilter.cpp
+++ b/libs/renderengine/gl/filters/BlurFilter.cpp
@@ -49,6 +49,20 @@
mBUvLoc = mBlurProgram.getAttributeLocation("aUV");
mBTextureLoc = mBlurProgram.getUniformLocation("uTexture");
mBOffsetLoc = mBlurProgram.getUniformLocation("uOffset");
+
+ static constexpr auto size = 2.0f;
+ static constexpr auto translation = 1.0f;
+ const GLfloat vboData[] = {
+ // Vertex data
+ translation-size, -translation-size,
+ translation-size, -translation+size,
+ translation+size, -translation+size,
+ // UV data
+ 0.0f, 0.0f-translation,
+ 0.0f, size-translation,
+ size, size-translation
+ };
+ mMeshBuffer.allocateBuffers(vboData, 12 /* size */);
}
status_t BlurFilter::setAsDrawTarget(const DisplaySettings& display, uint32_t radius) {
@@ -65,15 +79,23 @@
mPingFbo.allocateBuffers(fboWidth, fboHeight);
mPongFbo.allocateBuffers(fboWidth, fboHeight);
mTexturesAllocated = true;
- }
- if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
- ALOGE("Invalid blur buffer");
- return mPingFbo.getStatus();
- }
- if (mCompositionFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
- ALOGE("Invalid composition buffer");
- return mCompositionFbo.getStatus();
+ if (mPingFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
+ ALOGE("Invalid ping buffer");
+ return mPingFbo.getStatus();
+ }
+ if (mPongFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
+ ALOGE("Invalid pong buffer");
+ return mPongFbo.getStatus();
+ }
+ if (mCompositionFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
+ ALOGE("Invalid composition buffer");
+ return mCompositionFbo.getStatus();
+ }
+ if (!mBlurProgram.isValid()) {
+ ALOGE("Invalid shader");
+ return GL_INVALID_OPERATION;
+ }
}
mCompositionFbo.bind();
@@ -82,43 +104,22 @@
}
void BlurFilter::drawMesh(GLuint uv, GLuint position) {
- static constexpr auto size = 2.0f;
- static constexpr auto translation = 1.0f;
- GLfloat positions[] = {
- translation-size, -translation-size,
- translation-size, -translation+size,
- translation+size, -translation+size
- };
- GLfloat texCoords[] = {
- 0.0f, 0.0f-translation,
- 0.0f, size-translation,
- size, size-translation
- };
- // set attributes
glEnableVertexAttribArray(uv);
- glVertexAttribPointer(uv, 2 /* size */, GL_FLOAT, GL_FALSE, 0, texCoords);
glEnableVertexAttribArray(position);
- glVertexAttribPointer(position, 2 /* size */, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat),
- positions);
+ mMeshBuffer.bind();
+ glVertexAttribPointer(position, 2 /* size */, GL_FLOAT, GL_FALSE,
+ 2 * sizeof(GLfloat) /* stride */, 0 /* offset */);
+ glVertexAttribPointer(uv, 2 /* size */, GL_FLOAT, GL_FALSE, 0 /* stride */,
+ (GLvoid*)(6 * sizeof(GLfloat)) /* offset */);
+ mMeshBuffer.unbind();
// draw mesh
glDrawArrays(GL_TRIANGLES, 0 /* first */, 3 /* count */);
- mEngine.checkErrors("Drawing blur mesh");
}
status_t BlurFilter::prepare() {
ATRACE_NAME("BlurFilter::prepare");
-
- if (mPongFbo.getStatus() != GL_FRAMEBUFFER_COMPLETE) {
- ALOGE("Invalid FBO");
- return mPongFbo.getStatus();
- }
- if (!mBlurProgram.isValid()) {
- ALOGE("Invalid shader");
- return GL_INVALID_OPERATION;
- }
-
blit(mCompositionFbo, mPingFbo);
// Kawase is an approximation of Gaussian, but it behaves differently from it.
@@ -136,16 +137,15 @@
GLFramebuffer* draw = &mPongFbo;
float stepX = radius / (float)mCompositionFbo.getBufferWidth() / (float)passes;
float stepY = radius / (float)mCompositionFbo.getBufferHeight() / (float)passes;
+ glViewport(0, 0, draw->getBufferWidth(), draw->getBufferHeight());
glActiveTexture(GL_TEXTURE0);
glUniform1i(mBTextureLoc, 0);
for (auto i = 0; i < passes; i++) {
ATRACE_NAME("BlurFilter::renderPass");
draw->bind();
- glViewport(0, 0, draw->getBufferWidth(), draw->getBufferHeight());
glBindTexture(GL_TEXTURE_2D, read->getTextureName());
glUniform2f(mBOffsetLoc, stepX * i, stepY * i);
- mEngine.checkErrors("Setting uniforms");
drawMesh(mBUvLoc, mBPosLoc);
@@ -189,17 +189,18 @@
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mCompositionFbo.getTextureName());
glUniform1i(mMCompositionTextureLoc, 1);
- mEngine.checkErrors("Setting final pass uniforms");
drawMesh(mMUvLoc, mMPosLoc);
glUseProgram(0);
glActiveTexture(GL_TEXTURE0);
+ mEngine.checkErrors("Drawing blur mesh");
return NO_ERROR;
}
string BlurFilter::getVertexShader() const {
return R"SHADER(#version 310 es
+ precision mediump float;
in vec2 aPosition;
in highp vec2 aUV;
@@ -219,7 +220,7 @@
uniform sampler2D uTexture;
uniform vec2 uOffset;
- highp in vec2 vUV;
+ in highp vec2 vUV;
out vec4 fragColor;
void main() {
diff --git a/libs/renderengine/gl/filters/BlurFilter.h b/libs/renderengine/gl/filters/BlurFilter.h
index eb6120b..3eb5c96 100644
--- a/libs/renderengine/gl/filters/BlurFilter.h
+++ b/libs/renderengine/gl/filters/BlurFilter.h
@@ -19,6 +19,7 @@
#include <ui/GraphicTypes.h>
#include "../GLESRenderEngine.h"
#include "../GLFramebuffer.h"
+#include "../GLVertexBuffer.h"
#include "GenericProgram.h"
using namespace std;
@@ -72,6 +73,9 @@
GLFramebuffer* mLastDrawTarget;
bool mTexturesAllocated = false;
+ // VBO containing vertex and uv data of a fullscreen triangle.
+ GLVertexBuffer mMeshBuffer;
+
GenericProgram mMixProgram;
GLuint mMPosLoc;
GLuint mMUvLoc;