| /* |
| * Copyright (C) 2014 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. |
| */ |
| |
| #include "RenderNode.h" |
| |
| #include "BakedOpRenderer.h" |
| #include "DamageAccumulator.h" |
| #include "Debug.h" |
| #include "OpDumper.h" |
| #include "RecordedOp.h" |
| #include "TreeInfo.h" |
| #include "utils/MathUtils.h" |
| #include "utils/StringUtils.h" |
| #include "utils/TraceUtils.h" |
| #include "VectorDrawable.h" |
| #include "renderstate/RenderState.h" |
| #include "renderthread/CanvasContext.h" |
| |
| #include "protos/hwui.pb.h" |
| #include "protos/ProtoHelpers.h" |
| |
| #include <algorithm> |
| #include <sstream> |
| #include <string> |
| |
| namespace android { |
| namespace uirenderer { |
| |
| RenderNode::RenderNode() |
| : mDirtyPropertyFields(0) |
| , mNeedsDisplayListSync(false) |
| , mDisplayList(nullptr) |
| , mStagingDisplayList(nullptr) |
| , mAnimatorManager(*this) |
| , mParentCount(0) { |
| } |
| |
| RenderNode::~RenderNode() { |
| deleteDisplayList(nullptr); |
| delete mStagingDisplayList; |
| LOG_ALWAYS_FATAL_IF(hasLayer(), "layer missed detachment!"); |
| } |
| |
| void RenderNode::setStagingDisplayList(DisplayList* displayList, TreeObserver* observer) { |
| mNeedsDisplayListSync = true; |
| delete mStagingDisplayList; |
| mStagingDisplayList = displayList; |
| // If mParentCount == 0 we are the sole reference to this RenderNode, |
| // so immediately free the old display list |
| if (!mParentCount && !mStagingDisplayList) { |
| deleteDisplayList(observer); |
| } |
| } |
| |
| /** |
| * This function is a simplified version of replay(), where we simply retrieve and log the |
| * display list. This function should remain in sync with the replay() function. |
| */ |
| void RenderNode::output() { |
| LogcatStream strout; |
| strout << "Root"; |
| output(strout, 0); |
| } |
| |
| void RenderNode::output(std::ostream& output, uint32_t level) { |
| output << " (" << getName() << " " << this |
| << (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : "") |
| << (properties().hasShadow() ? ", casting shadow" : "") |
| << (isRenderable() ? "" : ", empty") |
| << (properties().getProjectBackwards() ? ", projected" : "") |
| << (hasLayer() ? ", on HW Layer" : "") |
| << ")" << std::endl; |
| |
| properties().debugOutputProperties(output, level + 1); |
| |
| if (mDisplayList) { |
| for (auto&& op : mDisplayList->getOps()) { |
| OpDumper::dump(*op, output, level + 1); |
| if (op->opId == RecordedOpId::RenderNodeOp) { |
| auto rnOp = reinterpret_cast<const RenderNodeOp*>(op); |
| rnOp->renderNode->output(output, level + 1); |
| } else { |
| output << std::endl; |
| } |
| } |
| } |
| output << std::string(level * 2, ' ') << "/RenderNode(" << getName() << " " << this << ")"; |
| output << std::endl; |
| } |
| |
| void RenderNode::copyTo(proto::RenderNode *pnode) { |
| pnode->set_id(static_cast<uint64_t>( |
| reinterpret_cast<uintptr_t>(this))); |
| pnode->set_name(mName.string(), mName.length()); |
| |
| proto::RenderProperties* pprops = pnode->mutable_properties(); |
| pprops->set_left(properties().getLeft()); |
| pprops->set_top(properties().getTop()); |
| pprops->set_right(properties().getRight()); |
| pprops->set_bottom(properties().getBottom()); |
| pprops->set_clip_flags(properties().getClippingFlags()); |
| pprops->set_alpha(properties().getAlpha()); |
| pprops->set_translation_x(properties().getTranslationX()); |
| pprops->set_translation_y(properties().getTranslationY()); |
| pprops->set_translation_z(properties().getTranslationZ()); |
| pprops->set_elevation(properties().getElevation()); |
| pprops->set_rotation(properties().getRotation()); |
| pprops->set_rotation_x(properties().getRotationX()); |
| pprops->set_rotation_y(properties().getRotationY()); |
| pprops->set_scale_x(properties().getScaleX()); |
| pprops->set_scale_y(properties().getScaleY()); |
| pprops->set_pivot_x(properties().getPivotX()); |
| pprops->set_pivot_y(properties().getPivotY()); |
| pprops->set_has_overlapping_rendering(properties().getHasOverlappingRendering()); |
| pprops->set_pivot_explicitly_set(properties().isPivotExplicitlySet()); |
| pprops->set_project_backwards(properties().getProjectBackwards()); |
| pprops->set_projection_receiver(properties().isProjectionReceiver()); |
| set(pprops->mutable_clip_bounds(), properties().getClipBounds()); |
| |
| const Outline& outline = properties().getOutline(); |
| if (outline.getType() != Outline::Type::None) { |
| proto::Outline* poutline = pprops->mutable_outline(); |
| poutline->clear_path(); |
| if (outline.getType() == Outline::Type::Empty) { |
| poutline->set_type(proto::Outline_Type_Empty); |
| } else if (outline.getType() == Outline::Type::ConvexPath) { |
| poutline->set_type(proto::Outline_Type_ConvexPath); |
| if (const SkPath* path = outline.getPath()) { |
| set(poutline->mutable_path(), *path); |
| } |
| } else if (outline.getType() == Outline::Type::RoundRect) { |
| poutline->set_type(proto::Outline_Type_RoundRect); |
| } else { |
| ALOGW("Uknown outline type! %d", static_cast<int>(outline.getType())); |
| poutline->set_type(proto::Outline_Type_None); |
| } |
| poutline->set_should_clip(outline.getShouldClip()); |
| poutline->set_alpha(outline.getAlpha()); |
| poutline->set_radius(outline.getRadius()); |
| set(poutline->mutable_bounds(), outline.getBounds()); |
| } else { |
| pprops->clear_outline(); |
| } |
| |
| const RevealClip& revealClip = properties().getRevealClip(); |
| if (revealClip.willClip()) { |
| proto::RevealClip* prevealClip = pprops->mutable_reveal_clip(); |
| prevealClip->set_x(revealClip.getX()); |
| prevealClip->set_y(revealClip.getY()); |
| prevealClip->set_radius(revealClip.getRadius()); |
| } else { |
| pprops->clear_reveal_clip(); |
| } |
| |
| pnode->clear_children(); |
| if (mDisplayList) { |
| for (auto&& child : mDisplayList->getChildren()) { |
| child->renderNode->copyTo(pnode->add_children()); |
| } |
| } |
| } |
| |
| int RenderNode::getDebugSize() { |
| int size = sizeof(RenderNode); |
| if (mStagingDisplayList) { |
| size += mStagingDisplayList->getUsedSize(); |
| } |
| if (mDisplayList && mDisplayList != mStagingDisplayList) { |
| size += mDisplayList->getUsedSize(); |
| } |
| return size; |
| } |
| |
| void RenderNode::prepareTree(TreeInfo& info) { |
| ATRACE_CALL(); |
| LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); |
| |
| // The OpenGL renderer reserves the stencil buffer for overdraw debugging. Functors |
| // will need to be drawn in a layer. |
| bool functorsNeedLayer = Properties::debugOverdraw && !Properties::isSkiaEnabled(); |
| |
| prepareTreeImpl(info, functorsNeedLayer); |
| } |
| |
| void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { |
| mAnimatorManager.addAnimator(animator); |
| } |
| |
| void RenderNode::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) { |
| mAnimatorManager.removeAnimator(animator); |
| } |
| |
| void RenderNode::damageSelf(TreeInfo& info) { |
| if (isRenderable()) { |
| if (properties().getClipDamageToBounds()) { |
| info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight()); |
| } else { |
| // Hope this is big enough? |
| // TODO: Get this from the display list ops or something |
| info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX); |
| } |
| } |
| } |
| |
| void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) { |
| LayerType layerType = properties().effectiveLayerType(); |
| if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { |
| // Damage applied so far needs to affect our parent, but does not require |
| // the layer to be updated. So we pop/push here to clear out the current |
| // damage and get a clean state for display list or children updates to |
| // affect, which will require the layer to be updated |
| info.damageAccumulator->popTransform(); |
| info.damageAccumulator->pushTransform(this); |
| if (dirtyMask & DISPLAY_LIST) { |
| damageSelf(info); |
| } |
| } |
| } |
| |
| void RenderNode::pushLayerUpdate(TreeInfo& info) { |
| LayerType layerType = properties().effectiveLayerType(); |
| // If we are not a layer OR we cannot be rendered (eg, view was detached) |
| // we need to destroy any Layers we may have had previously |
| if (CC_LIKELY(layerType != LayerType::RenderLayer) |
| || CC_UNLIKELY(!isRenderable()) |
| || CC_UNLIKELY(properties().getWidth() == 0) |
| || CC_UNLIKELY(properties().getHeight() == 0)) { |
| if (CC_UNLIKELY(hasLayer())) { |
| renderthread::CanvasContext::destroyLayer(this); |
| } |
| return; |
| } |
| |
| if(info.canvasContext.createOrUpdateLayer(this, *info.damageAccumulator)) { |
| damageSelf(info); |
| } |
| |
| if (!hasLayer()) { |
| Caches::getInstance().dumpMemoryUsage(); |
| if (info.errorHandler) { |
| std::ostringstream err; |
| err << "Unable to create layer for " << getName(); |
| const int maxTextureSize = Caches::getInstance().maxTextureSize; |
| if (getWidth() > maxTextureSize || getHeight() > maxTextureSize) { |
| err << ", size " << getWidth() << "x" << getHeight() |
| << " exceeds max size " << maxTextureSize; |
| } else { |
| err << ", see logcat for more info"; |
| } |
| info.errorHandler->onError(err.str()); |
| } |
| return; |
| } |
| |
| SkRect dirty; |
| info.damageAccumulator->peekAtDirty(&dirty); |
| info.layerUpdateQueue->enqueueLayerWithDamage(this, dirty); |
| |
| // There might be prefetched layers that need to be accounted for. |
| // That might be us, so tell CanvasContext that this layer is in the |
| // tree and should not be destroyed. |
| info.canvasContext.markLayerInUse(this); |
| } |
| |
| /** |
| * Traverse down the the draw tree to prepare for a frame. |
| * |
| * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven |
| * |
| * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the |
| * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer. |
| */ |
| void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) { |
| info.damageAccumulator->pushTransform(this); |
| |
| if (info.mode == TreeInfo::MODE_FULL) { |
| pushStagingPropertiesChanges(info); |
| } |
| uint32_t animatorDirtyMask = 0; |
| if (CC_LIKELY(info.runAnimations)) { |
| animatorDirtyMask = mAnimatorManager.animate(info); |
| } |
| |
| bool willHaveFunctor = false; |
| if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) { |
| willHaveFunctor = mStagingDisplayList->hasFunctor(); |
| } else if (mDisplayList) { |
| willHaveFunctor = mDisplayList->hasFunctor(); |
| } |
| bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( |
| willHaveFunctor, functorsNeedLayer); |
| |
| if (CC_UNLIKELY(mPositionListener.get())) { |
| mPositionListener->onPositionUpdated(*this, info); |
| } |
| |
| prepareLayer(info, animatorDirtyMask); |
| if (info.mode == TreeInfo::MODE_FULL) { |
| pushStagingDisplayListChanges(info); |
| } |
| |
| if (mDisplayList) { |
| info.out.hasFunctors |= mDisplayList->hasFunctor(); |
| bool isDirty = mDisplayList->prepareListAndChildren(info, childFunctorsNeedLayer, |
| [](RenderNode* child, TreeInfo& info, bool functorsNeedLayer) { |
| child->prepareTreeImpl(info, functorsNeedLayer); |
| }); |
| if (isDirty) { |
| damageSelf(info); |
| } |
| } |
| pushLayerUpdate(info); |
| |
| info.damageAccumulator->popTransform(); |
| } |
| |
| void RenderNode::syncProperties() { |
| mProperties = mStagingProperties; |
| } |
| |
| void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { |
| // Push the animators first so that setupStartValueIfNecessary() is called |
| // before properties() is trampled by stagingProperties(), as they are |
| // required by some animators. |
| if (CC_LIKELY(info.runAnimations)) { |
| mAnimatorManager.pushStaging(); |
| } |
| if (mDirtyPropertyFields) { |
| mDirtyPropertyFields = 0; |
| damageSelf(info); |
| info.damageAccumulator->popTransform(); |
| syncProperties(); |
| // We could try to be clever and only re-damage if the matrix changed. |
| // However, we don't need to worry about that. The cost of over-damaging |
| // here is only going to be a single additional map rect of this node |
| // plus a rect join(). The parent's transform (and up) will only be |
| // performed once. |
| info.damageAccumulator->pushTransform(this); |
| damageSelf(info); |
| } |
| } |
| |
| void RenderNode::syncDisplayList(TreeInfo* info) { |
| // Make sure we inc first so that we don't fluctuate between 0 and 1, |
| // which would thrash the layer cache |
| if (mStagingDisplayList) { |
| mStagingDisplayList->updateChildren([](RenderNode* child) { |
| child->incParentRefCount(); |
| }); |
| } |
| deleteDisplayList(info ? info->observer : nullptr, info); |
| mDisplayList = mStagingDisplayList; |
| mStagingDisplayList = nullptr; |
| if (mDisplayList) { |
| mDisplayList->syncContents(); |
| } |
| } |
| |
| void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { |
| if (mNeedsDisplayListSync) { |
| mNeedsDisplayListSync = false; |
| // Damage with the old display list first then the new one to catch any |
| // changes in isRenderable or, in the future, bounds |
| damageSelf(info); |
| syncDisplayList(&info); |
| damageSelf(info); |
| } |
| } |
| |
| void RenderNode::deleteDisplayList(TreeObserver* observer, TreeInfo* info) { |
| if (mDisplayList) { |
| mDisplayList->updateChildren([observer, info](RenderNode* child) { |
| child->decParentRefCount(observer, info); |
| }); |
| if (!mDisplayList->reuseDisplayList(this, info ? &info->canvasContext : nullptr)) { |
| delete mDisplayList; |
| } |
| } |
| mDisplayList = nullptr; |
| } |
| |
| void RenderNode::destroyHardwareResources(TreeObserver* observer, TreeInfo* info) { |
| if (hasLayer()) { |
| renderthread::CanvasContext::destroyLayer(this); |
| } |
| if (mDisplayList) { |
| mDisplayList->updateChildren([observer, info](RenderNode* child) { |
| child->destroyHardwareResources(observer, info); |
| }); |
| if (mNeedsDisplayListSync) { |
| // Next prepare tree we are going to push a new display list, so we can |
| // drop our current one now |
| deleteDisplayList(observer, info); |
| } |
| } |
| } |
| |
| void RenderNode::decParentRefCount(TreeObserver* observer, TreeInfo* info) { |
| LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); |
| mParentCount--; |
| if (!mParentCount) { |
| if (observer) { |
| observer->onMaybeRemovedFromTree(this); |
| } |
| if (CC_UNLIKELY(mPositionListener.get())) { |
| mPositionListener->onPositionLost(*this, info); |
| } |
| // If a child of ours is being attached to our parent then this will incorrectly |
| // destroy its hardware resources. However, this situation is highly unlikely |
| // and the failure is "just" that the layer is re-created, so this should |
| // be safe enough |
| destroyHardwareResources(observer, info); |
| } |
| } |
| |
| /** |
| * Apply property-based transformations to input matrix |
| * |
| * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 |
| * matrix computation instead of the Skia 3x3 matrix + camera hackery. |
| */ |
| void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { |
| if (properties().getLeft() != 0 || properties().getTop() != 0) { |
| matrix.translate(properties().getLeft(), properties().getTop()); |
| } |
| if (properties().getStaticMatrix()) { |
| mat4 stat(*properties().getStaticMatrix()); |
| matrix.multiply(stat); |
| } else if (properties().getAnimationMatrix()) { |
| mat4 anim(*properties().getAnimationMatrix()); |
| matrix.multiply(anim); |
| } |
| |
| bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); |
| if (properties().hasTransformMatrix() || applyTranslationZ) { |
| if (properties().isTransformTranslateOnly()) { |
| matrix.translate(properties().getTranslationX(), properties().getTranslationY(), |
| true3dTransform ? properties().getZ() : 0.0f); |
| } else { |
| if (!true3dTransform) { |
| matrix.multiply(*properties().getTransformMatrix()); |
| } else { |
| mat4 true3dMat; |
| true3dMat.loadTranslate( |
| properties().getPivotX() + properties().getTranslationX(), |
| properties().getPivotY() + properties().getTranslationY(), |
| properties().getZ()); |
| true3dMat.rotate(properties().getRotationX(), 1, 0, 0); |
| true3dMat.rotate(properties().getRotationY(), 0, 1, 0); |
| true3dMat.rotate(properties().getRotation(), 0, 0, 1); |
| true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); |
| true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); |
| |
| matrix.multiply(true3dMat); |
| } |
| } |
| } |
| } |
| |
| /** |
| * Organizes the DisplayList hierarchy to prepare for background projection reordering. |
| * |
| * This should be called before a call to defer() or drawDisplayList() |
| * |
| * Each DisplayList that serves as a 3d root builds its list of composited children, |
| * which are flagged to not draw in the standard draw loop. |
| */ |
| void RenderNode::computeOrdering() { |
| ATRACE_CALL(); |
| mProjectedNodes.clear(); |
| |
| // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that |
| // transform properties are applied correctly to top level children |
| if (mDisplayList == nullptr) return; |
| for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) { |
| RenderNodeOp* childOp = mDisplayList->getChildren()[i]; |
| childOp->renderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity()); |
| } |
| } |
| |
| void RenderNode::computeOrderingImpl( |
| RenderNodeOp* opState, |
| std::vector<RenderNodeOp*>* compositedChildrenOfProjectionSurface, |
| const mat4* transformFromProjectionSurface) { |
| mProjectedNodes.clear(); |
| if (mDisplayList == nullptr || mDisplayList->isEmpty()) return; |
| |
| // TODO: should avoid this calculation in most cases |
| // TODO: just calculate single matrix, down to all leaf composited elements |
| Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); |
| localTransformFromProjectionSurface.multiply(opState->localMatrix); |
| |
| if (properties().getProjectBackwards()) { |
| // composited projectee, flag for out of order draw, save matrix, and store in proj surface |
| opState->skipInOrderDraw = true; |
| opState->transformFromCompositingAncestor = localTransformFromProjectionSurface; |
| compositedChildrenOfProjectionSurface->push_back(opState); |
| } else { |
| // standard in order draw |
| opState->skipInOrderDraw = false; |
| } |
| |
| if (mDisplayList->getChildren().size() > 0) { |
| const bool isProjectionReceiver = mDisplayList->projectionReceiveIndex >= 0; |
| bool haveAppliedPropertiesToProjection = false; |
| for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) { |
| RenderNodeOp* childOp = mDisplayList->getChildren()[i]; |
| RenderNode* child = childOp->renderNode; |
| |
| std::vector<RenderNodeOp*>* projectionChildren = nullptr; |
| const mat4* projectionTransform = nullptr; |
| if (isProjectionReceiver && !child->properties().getProjectBackwards()) { |
| // if receiving projections, collect projecting descendant |
| |
| // Note that if a direct descendant is projecting backwards, we pass its |
| // grandparent projection collection, since it shouldn't project onto its |
| // parent, where it will already be drawing. |
| projectionChildren = &mProjectedNodes; |
| projectionTransform = &mat4::identity(); |
| } else { |
| if (!haveAppliedPropertiesToProjection) { |
| applyViewPropertyTransforms(localTransformFromProjectionSurface); |
| haveAppliedPropertiesToProjection = true; |
| } |
| projectionChildren = compositedChildrenOfProjectionSurface; |
| projectionTransform = &localTransformFromProjectionSurface; |
| } |
| child->computeOrderingImpl(childOp, projectionChildren, projectionTransform); |
| } |
| } |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |