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/*
* Copyright (C) 2013 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.
*/
#ifndef ANDROID_HWUI_TESSELLATION_CACHE_H
#define ANDROID_HWUI_TESSELLATION_CACHE_H
#include "Debug.h"
#include "Matrix.h"
#include "Rect.h"
#include "Vector.h"
#include "VertexBuffer.h"
#include "thread/TaskProcessor.h"
#include "utils/Macros.h"
#include "utils/Pair.h"
#include <SkPaint.h>
#include <SkPath.h>
#include <utils/LruCache.h>
#include <utils/Mutex.h>
#include <utils/StrongPointer.h>
class SkBitmap;
class SkCanvas;
struct SkRect;
namespace android {
namespace uirenderer {
class Caches;
class VertexBuffer;
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
class TessellationCache {
public:
typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
struct Description {
DESCRIPTION_TYPE(Description);
enum Type {
kNone,
kRoundRect,
};
Type type;
float scaleX;
float scaleY;
bool aa;
SkPaint::Cap cap;
SkPaint::Style style;
float strokeWidth;
union Shape {
struct RoundRect {
float width;
float height;
float rx;
float ry;
} roundRect;
} shape;
Description();
Description(Type type, const Matrix4& transform, const SkPaint& paint);
hash_t hash() const;
void setupMatrixAndPaint(Matrix4* matrix, SkPaint* paint) const;
};
struct ShadowDescription {
DESCRIPTION_TYPE(ShadowDescription);
const void* nodeKey;
float matrixData[16];
ShadowDescription();
ShadowDescription(const void* nodeKey, const Matrix4* drawTransform);
hash_t hash() const;
};
class ShadowTask : public Task<vertexBuffer_pair_t> {
public:
ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque,
const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius)
: drawTransform(*drawTransform)
, localClip(localClip)
, opaque(opaque)
, casterPerimeter(*casterPerimeter)
, transformXY(*transformXY)
, transformZ(*transformZ)
, lightCenter(lightCenter)
, lightRadius(lightRadius) {
}
/* Note - we deep copy all task parameters, because *even though* pointers into Allocator
* controlled objects (like the SkPath and Matrix4s) should be safe for the entire frame,
* certain Allocators are destroyed before trim() is called to flush incomplete tasks.
*
* These deep copies could be avoided, long term, by canceling or flushing outstanding
* tasks before tearing down single-frame LinearAllocators.
*/
const Matrix4 drawTransform;
const Rect localClip;
bool opaque;
const SkPath casterPerimeter;
const Matrix4 transformXY;
const Matrix4 transformZ;
const Vector3 lightCenter;
const float lightRadius;
VertexBuffer ambientBuffer;
VertexBuffer spotBuffer;
};
TessellationCache();
~TessellationCache();
/**
* Clears the cache. This causes all TessellationBuffers to be deleted.
*/
void clear();
/**
* Returns the maximum size of the cache in bytes.
*/
uint32_t getMaxSize();
/**
* Returns the current size of the cache in bytes.
*/
uint32_t getSize();
/**
* Trims the contents of the cache, removing items until it's under its
* specified limit.
*
* Trimming is used for caches that support pre-caching from a worker
* thread. During pre-caching the maximum limit of the cache can be
* exceeded for the duration of the frame. It is therefore required to
* trim the cache at the end of the frame to keep the total amount of
* memory used under control.
*
* Also removes transient Shadow VertexBuffers, which aren't cached between frames.
*/
void trim();
// TODO: precache/get for Oval, Lines, Points, etc.
void precacheRoundRect(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry) {
getRoundRectBuffer(transform, paint, width, height, rx, ry);
}
const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry);
// TODO: delete these when switching to HWUI_NEW_OPS
void precacheShadows(const Matrix4* drawTransform, const Rect& localClip,
bool opaque, const SkPath* casterPerimeter,
const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius);
void getShadowBuffers(const Matrix4* drawTransform, const Rect& localClip,
bool opaque, const SkPath* casterPerimeter,
const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius,
vertexBuffer_pair_t& outBuffers);
sp<ShadowTask> getShadowTask(const Matrix4* drawTransform, const Rect& localClip,
bool opaque, const SkPath* casterPerimeter,
const Matrix4* transformXY, const Matrix4* transformZ,
const Vector3& lightCenter, float lightRadius);
private:
class Buffer;
class TessellationTask;
class TessellationProcessor;
typedef VertexBuffer* (*Tessellator)(const Description&);
Buffer* getRectBuffer(const Matrix4& transform, const SkPaint& paint,
float width, float height);
Buffer* getRoundRectBuffer(const Matrix4& transform, const SkPaint& paint,
float width, float height, float rx, float ry);
Buffer* getOrCreateBuffer(const Description& entry, Tessellator tessellator);
const uint32_t mMaxSize;
bool mDebugEnabled;
mutable Mutex mLock;
///////////////////////////////////////////////////////////////////////////////
// General tessellation caching
///////////////////////////////////////////////////////////////////////////////
sp<TaskProcessor<VertexBuffer*> > mProcessor;
LruCache<Description, Buffer*> mCache;
class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
void operator()(Description& description, Buffer*& buffer) override;
};
BufferRemovedListener mBufferRemovedListener;
///////////////////////////////////////////////////////////////////////////////
// Shadow tessellation caching
///////////////////////////////////////////////////////////////////////////////
sp<TaskProcessor<vertexBuffer_pair_t> > mShadowProcessor;
// holds a pointer, and implicit strong ref to each shadow task of the frame
LruCache<ShadowDescription, Task<vertexBuffer_pair_t>*> mShadowCache;
class BufferPairRemovedListener : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t>*> {
void operator()(ShadowDescription& description, Task<vertexBuffer_pair_t>*& bufferPairTask) override {
bufferPairTask->decStrong(nullptr);
}
};
BufferPairRemovedListener mBufferPairRemovedListener;
}; // class TessellationCache
void tessellateShadows(
const Matrix4* drawTransform, const Rect* localClip,
bool isCasterOpaque, const SkPath* casterPerimeter,
const Matrix4* casterTransformXY, const Matrix4* casterTransformZ,
const Vector3& lightCenter, float lightRadius,
VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer);
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATH_CACHE_H