| /* |
| * Copyright (C) 2016 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 "SkiaDisplayList.h" |
| |
| #include "DumpOpsCanvas.h" |
| #include "SkiaPipeline.h" |
| #include "VectorDrawable.h" |
| #include "renderthread/CanvasContext.h" |
| |
| #include <SkImagePriv.h> |
| |
| namespace android { |
| namespace uirenderer { |
| namespace skiapipeline { |
| |
| void SkiaDisplayList::syncContents() { |
| for (auto& functor : mChildFunctors) { |
| functor->syncFunctor(); |
| } |
| for (auto& animatedImage : mAnimatedImages) { |
| animatedImage->syncProperties(); |
| } |
| for (auto& vectorDrawable : mVectorDrawables) { |
| vectorDrawable->syncProperties(); |
| } |
| } |
| |
| bool SkiaDisplayList::reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) { |
| reset(); |
| node->attachAvailableList(this); |
| return true; |
| } |
| |
| void SkiaDisplayList::updateChildren(std::function<void(RenderNode*)> updateFn) { |
| for (auto& child : mChildNodes) { |
| updateFn(child.getRenderNode()); |
| } |
| } |
| |
| bool SkiaDisplayList::prepareListAndChildren( |
| TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer, |
| std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn) { |
| // If the prepare tree is triggered by the UI thread and no previous call to |
| // pinImages has failed then we must pin all mutable images in the GPU cache |
| // until the next UI thread draw. |
| if (info.prepareTextures && !info.canvasContext.pinImages(mMutableImages)) { |
| // In the event that pinning failed we prevent future pinImage calls for the |
| // remainder of this tree traversal and also unpin any currently pinned images |
| // to free up GPU resources. |
| info.prepareTextures = false; |
| info.canvasContext.unpinImages(); |
| } |
| |
| bool hasBackwardProjectedNodesHere = false; |
| bool hasBackwardProjectedNodesSubtree = false; |
| |
| for (auto& child : mChildNodes) { |
| hasBackwardProjectedNodesHere |= child.getNodeProperties().getProjectBackwards(); |
| RenderNode* childNode = child.getRenderNode(); |
| Matrix4 mat4(child.getRecordedMatrix()); |
| info.damageAccumulator->pushTransform(&mat4); |
| // TODO: a layer is needed if the canvas is rotated or has a non-rect clip |
| info.hasBackwardProjectedNodes = false; |
| childFn(childNode, observer, info, functorsNeedLayer); |
| hasBackwardProjectedNodesSubtree |= info.hasBackwardProjectedNodes; |
| info.damageAccumulator->popTransform(); |
| } |
| |
| // The purpose of next block of code is to reset projected display list if there are no |
| // backward projected nodes. This speeds up drawing, by avoiding an extra walk of the tree |
| if (mProjectionReceiver) { |
| mProjectionReceiver->setProjectedDisplayList(hasBackwardProjectedNodesSubtree ? this |
| : nullptr); |
| info.hasBackwardProjectedNodes = hasBackwardProjectedNodesHere; |
| } else { |
| info.hasBackwardProjectedNodes = |
| hasBackwardProjectedNodesSubtree || hasBackwardProjectedNodesHere; |
| } |
| |
| bool isDirty = false; |
| for (auto& animatedImage : mAnimatedImages) { |
| nsecs_t timeTilNextFrame = TreeInfo::Out::kNoAnimatedImageDelay; |
| // If any animated image in the display list needs updated, then damage the node. |
| if (animatedImage->isDirty(&timeTilNextFrame)) { |
| isDirty = true; |
| } |
| |
| if (animatedImage->isRunning() && |
| timeTilNextFrame != TreeInfo::Out::kNoAnimatedImageDelay) { |
| auto& delay = info.out.animatedImageDelay; |
| if (delay == TreeInfo::Out::kNoAnimatedImageDelay || timeTilNextFrame < delay) { |
| delay = timeTilNextFrame; |
| } |
| } |
| } |
| |
| for (auto& vectorDrawable : mVectorDrawables) { |
| // If any vector drawable in the display list needs update, damage the node. |
| if (vectorDrawable->isDirty()) { |
| isDirty = true; |
| static_cast<SkiaPipeline*>(info.canvasContext.getRenderPipeline()) |
| ->getVectorDrawables() |
| ->push_back(vectorDrawable); |
| } |
| vectorDrawable->setPropertyChangeWillBeConsumed(true); |
| } |
| return isDirty; |
| } |
| |
| void SkiaDisplayList::reset() { |
| mProjectionReceiver = nullptr; |
| |
| mDisplayList.reset(); |
| |
| mMutableImages.clear(); |
| mVectorDrawables.clear(); |
| mAnimatedImages.clear(); |
| mChildFunctors.clear(); |
| mChildNodes.clear(); |
| |
| allocator.~LinearAllocator(); |
| new (&allocator) LinearAllocator(); |
| } |
| |
| void SkiaDisplayList::output(std::ostream& output, uint32_t level) { |
| DumpOpsCanvas canvas(output, level, *this); |
| mDisplayList.draw(&canvas); |
| } |
| |
| } // namespace skiapipeline |
| } // namespace uirenderer |
| } // namespace android |