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/*
* 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.
*/
#pragma once
#include <SkCamera.h>
#include <SkMatrix.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/String8.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "AnimatorManager.h"
#include "Debug.h"
#include "DisplayList.h"
#include "Matrix.h"
#include "RenderProperties.h"
#include "pipeline/skia/SkiaDisplayList.h"
#include "pipeline/skia/SkiaLayer.h"
#include <vector>
class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;
class SkSurface;
namespace android {
namespace uirenderer {
class CanvasState;
class DisplayListOp;
class FrameBuilder;
class OffscreenBuffer;
class Rect;
class SkiaShader;
struct RenderNodeOp;
class TreeInfo;
class TreeObserver;
namespace proto {
class RenderNode;
}
/**
* Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
*
* Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
* functionality is split between RecordingCanvas (which manages the recording), DisplayList
* (which holds the actual data), and RenderNode (which holds properties used for render playback).
*
* Note that DisplayList is swapped out from beneath an individual RenderNode when a view's
* recorded stream of canvas operations is refreshed. The RenderNode (and its properties) stay
* attached.
*/
class RenderNode : public VirtualLightRefBase {
friend class TestUtils; // allow TestUtils to access syncDisplayList / syncProperties
friend class FrameBuilder;
public:
enum DirtyPropertyMask {
GENERIC = 1 << 1,
TRANSLATION_X = 1 << 2,
TRANSLATION_Y = 1 << 3,
TRANSLATION_Z = 1 << 4,
SCALE_X = 1 << 5,
SCALE_Y = 1 << 6,
ROTATION = 1 << 7,
ROTATION_X = 1 << 8,
ROTATION_Y = 1 << 9,
X = 1 << 10,
Y = 1 << 11,
Z = 1 << 12,
ALPHA = 1 << 13,
DISPLAY_LIST = 1 << 14,
};
ANDROID_API RenderNode();
ANDROID_API virtual ~RenderNode();
// See flags defined in DisplayList.java
enum ReplayFlag {
kReplayFlag_ClipChildren = 0x1
};
ANDROID_API void setStagingDisplayList(DisplayList* newData, TreeObserver* observer);
void computeOrdering();
ANDROID_API void output();
ANDROID_API int getDebugSize();
void copyTo(proto::RenderNode* node);
bool isRenderable() const {
return mDisplayList && !mDisplayList->isEmpty();
}
bool hasProjectionReceiver() const {
return mDisplayList && mDisplayList->projectionReceiveIndex >= 0;
}
const char* getName() const {
return mName.string();
}
void setName(const char* name) {
if (name) {
const char* lastPeriod = strrchr(name, '.');
if (lastPeriod) {
mName.setTo(lastPeriod + 1);
} else {
mName.setTo(name);
}
}
}
VirtualLightRefBase* getUserContext() const {
return mUserContext.get();
}
void setUserContext(VirtualLightRefBase* context) {
mUserContext = context;
}
bool isPropertyFieldDirty(DirtyPropertyMask field) const {
return mDirtyPropertyFields & field;
}
void setPropertyFieldsDirty(uint32_t fields) {
mDirtyPropertyFields |= fields;
}
const RenderProperties& properties() const {
return mProperties;
}
RenderProperties& animatorProperties() {
return mProperties;
}
const RenderProperties& stagingProperties() {
return mStagingProperties;
}
RenderProperties& mutateStagingProperties() {
return mStagingProperties;
}
int getWidth() const {
return properties().getWidth();
}
int getHeight() const {
return properties().getHeight();
}
ANDROID_API virtual void prepareTree(TreeInfo& info);
void destroyHardwareResources(TreeObserver* observer, TreeInfo* info = nullptr);
// UI thread only!
ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator);
void removeAnimator(const sp<BaseRenderNodeAnimator>& animator);
// This can only happen during pushStaging()
void onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
mAnimatorManager.onAnimatorTargetChanged(animator);
}
AnimatorManager& animators() { return mAnimatorManager; }
void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const;
bool nothingToDraw() const {
const Outline& outline = properties().getOutline();
return mDisplayList == nullptr
|| properties().getAlpha() <= 0
|| (outline.getShouldClip() && outline.isEmpty())
|| properties().getScaleX() == 0
|| properties().getScaleY() == 0;
}
const DisplayList* getDisplayList() const {
return mDisplayList;
}
OffscreenBuffer* getLayer() const { return mLayer; }
OffscreenBuffer** getLayerHandle() { return &mLayer; } // ugh...
void setLayer(OffscreenBuffer* layer) { mLayer = layer; }
// Note: The position callbacks are relying on the listener using
// the frameNumber to appropriately batch/synchronize these transactions.
// There is no other filtering/batching to ensure that only the "final"
// state called once per frame.
class ANDROID_API PositionListener : public VirtualLightRefBase {
public:
virtual ~PositionListener() {}
// Called when the RenderNode's position changes
virtual void onPositionUpdated(RenderNode& node, const TreeInfo& info) = 0;
// Called when the RenderNode no longer has a position. As in, it's
// no longer being drawn.
// Note, tree info might be null
virtual void onPositionLost(RenderNode& node, const TreeInfo* info) = 0;
};
// Note this is not thread safe, this needs to be called
// before the RenderNode is used for drawing.
// RenderNode takes ownership of the pointer
ANDROID_API void setPositionListener(PositionListener* listener) {
mPositionListener = listener;
}
// This is only modified in MODE_FULL, so it can be safely accessed
// on the UI thread.
ANDROID_API bool hasParents() {
return mParentCount;
}
private:
void computeOrderingImpl(RenderNodeOp* opState,
std::vector<RenderNodeOp*>* compositedChildrenOfProjectionSurface,
const mat4* transformFromProjectionSurface);
void syncProperties();
void syncDisplayList(TreeInfo* info);
void prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer);
void pushStagingPropertiesChanges(TreeInfo& info);
void pushStagingDisplayListChanges(TreeInfo& info);
void prepareLayer(TreeInfo& info, uint32_t dirtyMask);
void pushLayerUpdate(TreeInfo& info);
void deleteDisplayList(TreeObserver* observer, TreeInfo* info = nullptr);
void damageSelf(TreeInfo& info);
void incParentRefCount() { mParentCount++; }
void decParentRefCount(TreeObserver* observer, TreeInfo* info = nullptr);
void output(std::ostream& output, uint32_t level);
String8 mName;
sp<VirtualLightRefBase> mUserContext;
uint32_t mDirtyPropertyFields;
RenderProperties mProperties;
RenderProperties mStagingProperties;
bool mNeedsDisplayListSync;
// WARNING: Do not delete this directly, you must go through deleteDisplayList()!
DisplayList* mDisplayList;
DisplayList* mStagingDisplayList;
friend class AnimatorManager;
AnimatorManager mAnimatorManager;
// Owned by RT. Lifecycle is managed by prepareTree(), with the exception
// being in ~RenderNode() which may happen on any thread.
OffscreenBuffer* mLayer = nullptr;
/**
* Draw time state - these properties are only set and used during rendering
*/
// for projection surfaces, contains a list of all children items
std::vector<RenderNodeOp*> mProjectedNodes;
// How many references our parent(s) have to us. Typically this should alternate
// between 2 and 1 (when a staging push happens we inc first then dec)
// When this hits 0 we are no longer in the tree, so any hardware resources
// (specifically Layers) should be released.
// This is *NOT* thread-safe, and should therefore only be tracking
// mDisplayList, not mStagingDisplayList.
uint32_t mParentCount;
sp<PositionListener> mPositionListener;
// METHODS & FIELDS ONLY USED BY THE SKIA RENDERER
public:
/**
* Detach and transfer ownership of an already allocated displayList for use
* in recording updated content for this renderNode
*/
std::unique_ptr<skiapipeline::SkiaDisplayList> detachAvailableList() {
return std::move(mAvailableDisplayList);
}
/**
* Attach unused displayList to this node for potential future reuse.
*/
void attachAvailableList(skiapipeline::SkiaDisplayList* skiaDisplayList) {
mAvailableDisplayList.reset(skiaDisplayList);
}
/**
* Returns true if an offscreen layer from any renderPipeline is attached
* to this node.
*/
bool hasLayer() const { return mLayer || mSkiaLayer.get(); }
/**
* Used by the RenderPipeline to attach an offscreen surface to the RenderNode.
* The surface is then will be used to store the contents of a layer.
*/
void setLayerSurface(sk_sp<SkSurface> layer) {
if (layer.get()) {
if (!mSkiaLayer.get()) {
mSkiaLayer = std::make_unique<skiapipeline::SkiaLayer>();
}
mSkiaLayer->layerSurface = std::move(layer);
mSkiaLayer->inverseTransformInWindow.loadIdentity();
} else {
mSkiaLayer.reset();
}
}
/**
* If the RenderNode is of type LayerType::RenderLayer then this method will
* return the an offscreen rendering surface that is used to both render into
* the layer and composite the layer into its parent. If the type is not
* LayerType::RenderLayer then it will return a nullptr.
*
* NOTE: this function is only guaranteed to return accurate results after
* prepareTree has been run for this RenderNode
*/
SkSurface* getLayerSurface() const {
return mSkiaLayer.get() ? mSkiaLayer->layerSurface.get() : nullptr;
}
skiapipeline::SkiaLayer* getSkiaLayer() const {
return mSkiaLayer.get();
}
private:
/**
* If this RenderNode has been used in a previous frame then the SkiaDisplayList
* from that frame is cached here until one of the following conditions is met:
* 1) The RenderNode is deleted (causing this to be deleted)
* 2) It is replaced with the displayList from the next completed frame
* 3) It is detached and used to to record a new displayList for a later frame
*/
std::unique_ptr<skiapipeline::SkiaDisplayList> mAvailableDisplayList;
/**
* An offscreen rendering target used to contain the contents this RenderNode
* when it has been set to draw as a LayerType::RenderLayer.
*/
std::unique_ptr<skiapipeline::SkiaLayer> mSkiaLayer;
}; // class RenderNode
} /* namespace uirenderer */
} /* namespace android */