| /* |
| * Copyright 2019 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef DEBUGLAYERMANAGER_H_ |
| #define DEBUGLAYERMANAGER_H_ |
| |
| #include "include/core/SkImage.h" |
| #include "include/private/SkTHash.h" |
| #include "src/utils/SkJSONWriter.h" |
| #include "tools/debugger/DebugCanvas.h" |
| |
| #include <vector> |
| |
| // A class to assist in playing back and debugging an mskp file containing offscreen layer commands. |
| |
| // Holds SkPictures necessary to draw layers in one or more DebugCanvases. During |
| // recording of the mskp file on Android, each layer had a RenderNode id, which is recorded with |
| // the layer's draw commands. |
| // Creates one surface (cpu only for now) for each layer, and renders |
| // pictures to it up to the requested command using a DebugCanvas. |
| |
| // Animations are expected to, but may not always use a layer on more than frame. |
| // the layer may be drawn to more than once, and each different draw is saved for reconstructing the |
| // layer as it was on any frame. Draws may be partial, meaning their commands were clipped to not |
| // cover the entire layer. |
| |
| // Clients may ask for a rendering of a given layer by its RenderNode id and frame, and |
| // this class will return a rendering of how it looked on that frame. |
| // returning an SkImage snapshot of the internally managed surface. |
| |
| class DebugCanvas; |
| |
| class DebugLayerManager { |
| public: |
| DebugLayerManager() {} |
| |
| // Store an SkPicture under a given nodeId (and under the currently set frame number) |
| // `dirty` is the recorded rect that was used to call androidFramework_setDeviceClipRestriction |
| // when the layer was drawn. |
| void storeSkPicture(int nodeId, int frame, sk_sp<SkPicture> picture, SkIRect dirty); |
| |
| // Set's the command playback head for a given picture/draw event. |
| void setCommand(int nodeId, int frame, int command); |
| |
| void drawLayerEventTo(SkSurface*, const int nodeId, const int frame); |
| |
| // getLayerAsImage draws the given layer as it would have looked on frame and returns an image. |
| // Though each picture can be played back in as many ways as there are commands, we will let |
| // that be determined by the user who sets an independent playhead for each draw event, tracked |
| // here, so it stays how they left it. |
| // For example: Say we are drawing a layer at frame 10. |
| // Frame 0: Layer was completely redrawn. By default we draw it to its last command. We always |
| // save the result by (nodeId, frame) |
| // Frame 5: Layer was partially redrawn, and the user has inspected this draw event, leaving |
| // its command playhead at command 50/100. We have drew this at the time and save how |
| // the result looked (all of the commands at frame 0, then half of the commands in the |
| // partial draw at frame 5) |
| // Frame 10: Another partial redraw, un-altered, drawn on top of the result from frame 5. We |
| // return this as the image of how the layer should look on frame 10 |
| // Frame 15: A full redraw |
| // |
| // If the user then comes along and moves the command playhead of the picture at frame 0, |
| // we invalidate the stored images for 0, 5, and 10, but we can leave 15 alone if we have it. |
| // |
| // Which leaves us with one less degree of freedom to think about when implementing this |
| // function: We can assume there is only one way to play back a given picture. :) |
| // |
| // The reason the public version of this function doesn't let you specify the frame, is that |
| // I expect DebugCanvas to call it, which doesn't know which frame it's rendering. The code in |
| // debugger_bindings.cpp does know, which it why I'm having it set the frame via setFrame(int) |
| sk_sp<SkImage> getLayerAsImage(const int nodeId, const int frame); |
| |
| // Flat because it's meant to be bindable by emscripten and returned to the javascript side |
| struct DrawEventSummary { |
| // true when the drawEvent represents a valid result. |
| bool found = false; |
| int commandCount; |
| int layerWidth; |
| int layerHeight; |
| }; |
| // return the summary of a single event |
| DrawEventSummary event(int nodeId, int frame) const; |
| |
| struct LayerSummary { |
| int nodeId; |
| // Last frame less than or equal to the given frame which has an update for this layer |
| // -1 if the layer has no updates satisfying that constraint. |
| int frameOfLastUpdate; |
| // Whether the last update was a full redraw. |
| bool fullRedraw; |
| int layerWidth; |
| int layerHeight; |
| }; |
| // Return a list summarizing all layers, with info relevant to the current frame. |
| std::vector<LayerSummary> summarizeLayers(int frame) const; |
| |
| // Return the list of node ids which have DrawEvents on the given frame |
| std::vector<int> listNodesForFrame(int frame) const; |
| // Return the list of frames on which the given node had DrawEvents. |
| std::vector<int> listFramesForNode(int nodeId) const; |
| |
| // asks the DebugCanvas of the indicated draw event to serialize it's commands as JSON. |
| void toJSON(SkJSONWriter&, UrlDataManager&, SkCanvas*, int nodeId, int frame); |
| |
| // return a pointer to the debugcanvas of a given draw event. |
| DebugCanvas* getEventDebugCanvas(int nodeid, int frame); |
| |
| // forwards the provided setting to all debugcanvases. |
| void setOverdrawViz(bool overdrawViz); |
| void setClipVizColor(SkColor clipVizColor); |
| void setDrawGpuOpBounds(bool drawGpuOpBounds); |
| |
| struct LayerKey{ |
| int frame; // frame of animation on which this event was recorded. |
| int nodeId; // the render node id of the layer which was drawn to. |
| |
| bool operator==(const LayerKey& b) const { |
| return this->frame==b.frame && this->nodeId==b.nodeId; |
| } |
| }; |
| |
| // return list of keys that identify layer update events |
| const std::vector<DebugLayerManager::LayerKey>& getKeys() const { return keys; } |
| |
| private: |
| // This class is basically a map from (frame, node) to draw-event |
| // during recording, at the beginning of any frame, one or more layers could have been drawn on. |
| // every draw event was recorded, and when reading the mskp file they are stored and organized |
| // here. |
| |
| struct DrawEvent { |
| // true the pic's clip equals the layer bounds. |
| bool fullRedraw; |
| // the saved result of how the layer looks on this frame. |
| // null if we don't have it. |
| sk_sp<SkImage> image; |
| // A debug canvas used for drawing this picture. |
| // the SkPicture itself isn't saved, since it's in the DebugCanvas. |
| std::unique_ptr<DebugCanvas> debugCanvas; |
| // the command index where the debugCanvas was left off. |
| int command; |
| // the size of the layer this drew into. redundant between multiple DrawEvents on the same |
| // layer but helpful. |
| SkISize layerBounds; |
| }; |
| |
| SkTHashMap<LayerKey, DrawEvent> fDraws; |
| // The list of all keys in the map above (it has no keys() method) |
| std::vector<LayerKey> keys; |
| }; |
| |
| #endif |