| /* |
| * 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. |
| */ |
| |
| #define ATRACE_TAG ATRACE_TAG_VIEW |
| #define LOG_TAG "OpenGLRenderer" |
| |
| #include "RenderNode.h" |
| |
| #include <algorithm> |
| #include <string> |
| |
| #include <SkCanvas.h> |
| #include <algorithm> |
| |
| |
| #include "DamageAccumulator.h" |
| #include "Debug.h" |
| #include "DisplayListOp.h" |
| #include "LayerRenderer.h" |
| #include "OpenGLRenderer.h" |
| #include "TreeInfo.h" |
| #include "utils/MathUtils.h" |
| #include "utils/TraceUtils.h" |
| #include "renderthread/CanvasContext.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| void RenderNode::debugDumpLayers(const char* prefix) { |
| if (mLayer) { |
| ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)", |
| prefix, this, getName(), mLayer, mLayer->getFbo(), |
| mLayer->wasBuildLayered ? "true" : "false"); |
| } |
| if (mDisplayListData) { |
| for (size_t i = 0; i < mDisplayListData->children().size(); i++) { |
| mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix); |
| } |
| } |
| } |
| |
| RenderNode::RenderNode() |
| : mDirtyPropertyFields(0) |
| , mNeedsDisplayListDataSync(false) |
| , mDisplayListData(nullptr) |
| , mStagingDisplayListData(nullptr) |
| , mAnimatorManager(*this) |
| , mLayer(nullptr) |
| , mParentCount(0) { |
| } |
| |
| RenderNode::~RenderNode() { |
| deleteDisplayListData(); |
| delete mStagingDisplayListData; |
| if (mLayer) { |
| ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer); |
| mLayer->postDecStrong(); |
| mLayer = nullptr; |
| } |
| } |
| |
| void RenderNode::setStagingDisplayList(DisplayListData* data) { |
| mNeedsDisplayListDataSync = true; |
| delete mStagingDisplayListData; |
| mStagingDisplayListData = data; |
| } |
| |
| /** |
| * 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(uint32_t level) { |
| ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this, |
| getName(), |
| (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), |
| (properties().hasShadow() ? ", casting shadow" : ""), |
| (isRenderable() ? "" : ", empty"), |
| (properties().getProjectBackwards() ? ", projected" : ""), |
| (mLayer != nullptr ? ", on HW Layer" : "")); |
| ALOGD("%*s%s %d", level * 2, "", "Save", |
| SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); |
| |
| properties().debugOutputProperties(level); |
| int flags = DisplayListOp::kOpLogFlag_Recurse; |
| if (mDisplayListData) { |
| // TODO: consider printing the chunk boundaries here |
| for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { |
| mDisplayListData->displayListOps[i]->output(level, flags); |
| } |
| } |
| |
| ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); |
| } |
| |
| int RenderNode::getDebugSize() { |
| int size = sizeof(RenderNode); |
| if (mStagingDisplayListData) { |
| size += mStagingDisplayListData->getUsedSize(); |
| } |
| if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { |
| size += mDisplayListData->getUsedSize(); |
| } |
| return size; |
| } |
| |
| void RenderNode::prepareTree(TreeInfo& info) { |
| ATRACE_CALL(); |
| LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); |
| |
| // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer. |
| bool functorsNeedLayer = Properties::debugOverdraw; |
| |
| prepareTreeImpl(info, functorsNeedLayer); |
| } |
| |
| void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { |
| mAnimatorManager.addAnimator(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(INT_MIN, INT_MIN, INT_MAX, INT_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())) { |
| if (CC_UNLIKELY(mLayer)) { |
| LayerRenderer::destroyLayer(mLayer); |
| mLayer = nullptr; |
| } |
| return; |
| } |
| |
| bool transformUpdateNeeded = false; |
| if (!mLayer) { |
| mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); |
| applyLayerPropertiesToLayer(info); |
| damageSelf(info); |
| transformUpdateNeeded = true; |
| } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) { |
| if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { |
| LayerRenderer::destroyLayer(mLayer); |
| mLayer = nullptr; |
| } |
| damageSelf(info); |
| transformUpdateNeeded = true; |
| } |
| |
| SkRect dirty; |
| info.damageAccumulator->peekAtDirty(&dirty); |
| |
| if (!mLayer) { |
| Caches::getInstance().dumpMemoryUsage(); |
| if (info.errorHandler) { |
| std::string msg = "Unable to create layer for "; |
| msg += getName(); |
| info.errorHandler->onError(msg); |
| } |
| return; |
| } |
| |
| if (transformUpdateNeeded) { |
| // update the transform in window of the layer to reset its origin wrt light source position |
| Matrix4 windowTransform; |
| info.damageAccumulator->computeCurrentTransform(&windowTransform); |
| mLayer->setWindowTransform(windowTransform); |
| } |
| |
| if (dirty.intersect(0, 0, getWidth(), getHeight())) { |
| dirty.roundOut(&dirty); |
| mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom); |
| } |
| // This is not inside the above if because we may have called |
| // updateDeferred on a previous prepare pass that didn't have a renderer |
| if (info.renderer && mLayer->deferredUpdateScheduled) { |
| info.renderer->pushLayerUpdate(mLayer); |
| } |
| |
| if (info.canvasContext) { |
| // 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 && mStagingDisplayListData) { |
| willHaveFunctor = !mStagingDisplayListData->functors.isEmpty(); |
| } else if (mDisplayListData) { |
| willHaveFunctor = !mDisplayListData->functors.isEmpty(); |
| } |
| bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( |
| willHaveFunctor, functorsNeedLayer); |
| |
| prepareLayer(info, animatorDirtyMask); |
| if (info.mode == TreeInfo::MODE_FULL) { |
| pushStagingDisplayListChanges(info); |
| } |
| prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData); |
| pushLayerUpdate(info); |
| |
| info.damageAccumulator->popTransform(); |
| } |
| |
| 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(); |
| mProperties = mStagingProperties; |
| applyLayerPropertiesToLayer(info); |
| // 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::applyLayerPropertiesToLayer(TreeInfo& info) { |
| if (CC_LIKELY(!mLayer)) return; |
| |
| const LayerProperties& props = properties().layerProperties(); |
| mLayer->setAlpha(props.alpha(), props.xferMode()); |
| mLayer->setColorFilter(props.colorFilter()); |
| mLayer->setBlend(props.needsBlending()); |
| } |
| |
| void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { |
| if (mNeedsDisplayListDataSync) { |
| mNeedsDisplayListDataSync = false; |
| // Make sure we inc first so that we don't fluctuate between 0 and 1, |
| // which would thrash the layer cache |
| if (mStagingDisplayListData) { |
| for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { |
| mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); |
| } |
| } |
| // Damage with the old display list first then the new one to catch any |
| // changes in isRenderable or, in the future, bounds |
| damageSelf(info); |
| deleteDisplayListData(); |
| // TODO: Remove this caches stuff |
| if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { |
| Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); |
| } |
| mDisplayListData = mStagingDisplayListData; |
| mStagingDisplayListData = nullptr; |
| if (mDisplayListData) { |
| for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { |
| (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); |
| } |
| } |
| damageSelf(info); |
| } |
| } |
| |
| void RenderNode::deleteDisplayListData() { |
| if (mDisplayListData) { |
| for (size_t i = 0; i < mDisplayListData->children().size(); i++) { |
| mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); |
| } |
| if (mDisplayListData->functors.size()) { |
| Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); |
| } |
| } |
| delete mDisplayListData; |
| mDisplayListData = nullptr; |
| } |
| |
| void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) { |
| if (subtree) { |
| TextureCache& cache = Caches::getInstance().textureCache; |
| info.out.hasFunctors |= subtree->functors.size(); |
| for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { |
| info.prepareTextures = cache.prefetchAndMarkInUse( |
| info.canvasContext, subtree->bitmapResources[i]); |
| } |
| for (size_t i = 0; i < subtree->children().size(); i++) { |
| DrawRenderNodeOp* op = subtree->children()[i]; |
| RenderNode* childNode = op->mRenderNode; |
| info.damageAccumulator->pushTransform(&op->mTransformFromParent); |
| bool childFunctorsNeedLayer = functorsNeedLayer |
| // Recorded with non-rect clip, or canvas-rotated by parent |
| || op->mRecordedWithPotentialStencilClip; |
| childNode->prepareTreeImpl(info, childFunctorsNeedLayer); |
| info.damageAccumulator->popTransform(); |
| } |
| } |
| } |
| |
| void RenderNode::destroyHardwareResources() { |
| if (mLayer) { |
| LayerRenderer::destroyLayer(mLayer); |
| mLayer = nullptr; |
| } |
| if (mDisplayListData) { |
| for (size_t i = 0; i < mDisplayListData->children().size(); i++) { |
| mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); |
| } |
| if (mNeedsDisplayListDataSync) { |
| // Next prepare tree we are going to push a new display list, so we can |
| // drop our current one now |
| deleteDisplayListData(); |
| } |
| } |
| } |
| |
| void RenderNode::decParentRefCount() { |
| LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); |
| mParentCount--; |
| if (!mParentCount) { |
| // 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(); |
| } |
| } |
| |
| /* |
| * For property operations, we pass a savecount of 0, since the operations aren't part of the |
| * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in |
| * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) |
| */ |
| #define PROPERTY_SAVECOUNT 0 |
| |
| template <class T> |
| void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { |
| #if DEBUG_DISPLAY_LIST |
| properties().debugOutputProperties(handler.level() + 1); |
| #endif |
| if (properties().getLeft() != 0 || properties().getTop() != 0) { |
| renderer.translate(properties().getLeft(), properties().getTop()); |
| } |
| if (properties().getStaticMatrix()) { |
| renderer.concatMatrix(*properties().getStaticMatrix()); |
| } else if (properties().getAnimationMatrix()) { |
| renderer.concatMatrix(*properties().getAnimationMatrix()); |
| } |
| if (properties().hasTransformMatrix()) { |
| if (properties().isTransformTranslateOnly()) { |
| renderer.translate(properties().getTranslationX(), properties().getTranslationY()); |
| } else { |
| renderer.concatMatrix(*properties().getTransformMatrix()); |
| } |
| } |
| const bool isLayer = properties().effectiveLayerType() != LayerType::None; |
| int clipFlags = properties().getClippingFlags(); |
| if (properties().getAlpha() < 1) { |
| if (isLayer) { |
| clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer |
| } |
| if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { |
| // simply scale rendering content's alpha |
| renderer.scaleAlpha(properties().getAlpha()); |
| } else { |
| // savelayer needed to create an offscreen buffer |
| Rect layerBounds(0, 0, getWidth(), getHeight()); |
| if (clipFlags) { |
| properties().getClippingRectForFlags(clipFlags, &layerBounds); |
| clipFlags = 0; // all clipping done by savelayer |
| } |
| SaveLayerOp* op = new (handler.allocator()) SaveLayerOp( |
| layerBounds.left, layerBounds.top, |
| layerBounds.right, layerBounds.bottom, |
| (int) (properties().getAlpha() * 255), |
| SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); |
| handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| } |
| |
| if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { |
| // pretend alpha always causes savelayer to warn about |
| // performance problem affecting old versions |
| ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), |
| static_cast<int>(getWidth()), |
| static_cast<int>(getHeight())); |
| } |
| } |
| if (clipFlags) { |
| Rect clipRect; |
| properties().getClippingRectForFlags(clipFlags, &clipRect); |
| ClipRectOp* op = new (handler.allocator()) ClipRectOp( |
| clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, |
| SkRegion::kIntersect_Op); |
| handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| } |
| |
| // TODO: support nesting round rect clips |
| if (mProperties.getRevealClip().willClip()) { |
| Rect bounds; |
| mProperties.getRevealClip().getBounds(&bounds); |
| renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); |
| } else if (mProperties.getOutline().willClip()) { |
| renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); |
| } |
| } |
| |
| /** |
| * 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 (mDisplayListData == nullptr) return; |
| for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { |
| DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; |
| childOp->mRenderNode->computeOrderingImpl(childOp, |
| properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); |
| } |
| } |
| |
| void RenderNode::computeOrderingImpl( |
| DrawRenderNodeOp* opState, |
| const SkPath* outlineOfProjectionSurface, |
| Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, |
| const mat4* transformFromProjectionSurface) { |
| mProjectedNodes.clear(); |
| if (mDisplayListData == nullptr || mDisplayListData->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->mTransformFromParent); |
| |
| if (properties().getProjectBackwards()) { |
| // composited projectee, flag for out of order draw, save matrix, and store in proj surface |
| opState->mSkipInOrderDraw = true; |
| opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); |
| compositedChildrenOfProjectionSurface->add(opState); |
| } else { |
| // standard in order draw |
| opState->mSkipInOrderDraw = false; |
| } |
| |
| if (mDisplayListData->children().size() > 0) { |
| const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; |
| bool haveAppliedPropertiesToProjection = false; |
| for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { |
| DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; |
| RenderNode* child = childOp->mRenderNode; |
| |
| const SkPath* projectionOutline = nullptr; |
| Vector<DrawRenderNodeOp*>* 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. |
| projectionOutline = properties().getOutline().getPath(); |
| projectionChildren = &mProjectedNodes; |
| projectionTransform = &mat4::identity(); |
| } else { |
| if (!haveAppliedPropertiesToProjection) { |
| applyViewPropertyTransforms(localTransformFromProjectionSurface); |
| haveAppliedPropertiesToProjection = true; |
| } |
| projectionOutline = outlineOfProjectionSurface; |
| projectionChildren = compositedChildrenOfProjectionSurface; |
| projectionTransform = &localTransformFromProjectionSurface; |
| } |
| child->computeOrderingImpl(childOp, |
| projectionOutline, projectionChildren, projectionTransform); |
| } |
| } |
| } |
| |
| class DeferOperationHandler { |
| public: |
| DeferOperationHandler(DeferStateStruct& deferStruct, int level) |
| : mDeferStruct(deferStruct), mLevel(level) {} |
| inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { |
| operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); |
| } |
| inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } |
| inline void startMark(const char* name) {} // do nothing |
| inline void endMark() {} |
| inline int level() { return mLevel; } |
| inline int replayFlags() { return mDeferStruct.mReplayFlags; } |
| inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } |
| |
| private: |
| DeferStateStruct& mDeferStruct; |
| const int mLevel; |
| }; |
| |
| void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { |
| DeferOperationHandler handler(deferStruct, level); |
| issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); |
| } |
| |
| class ReplayOperationHandler { |
| public: |
| ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) |
| : mReplayStruct(replayStruct), mLevel(level) {} |
| inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { |
| #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS |
| mReplayStruct.mRenderer.eventMark(operation->name()); |
| #endif |
| operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); |
| } |
| inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } |
| inline void startMark(const char* name) { |
| mReplayStruct.mRenderer.startMark(name); |
| } |
| inline void endMark() { |
| mReplayStruct.mRenderer.endMark(); |
| } |
| inline int level() { return mLevel; } |
| inline int replayFlags() { return mReplayStruct.mReplayFlags; } |
| inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } |
| |
| private: |
| ReplayStateStruct& mReplayStruct; |
| const int mLevel; |
| }; |
| |
| void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { |
| ReplayOperationHandler handler(replayStruct, level); |
| issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); |
| } |
| |
| void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, |
| Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { |
| if (chunk.beginChildIndex == chunk.endChildIndex) return; |
| |
| for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { |
| DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; |
| RenderNode* child = childOp->mRenderNode; |
| float childZ = child->properties().getZ(); |
| |
| if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { |
| zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); |
| childOp->mSkipInOrderDraw = true; |
| } else if (!child->properties().getProjectBackwards()) { |
| // regular, in order drawing DisplayList |
| childOp->mSkipInOrderDraw = false; |
| } |
| } |
| |
| // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) |
| std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); |
| } |
| |
| template <class T> |
| void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { |
| if (properties().getAlpha() <= 0.0f |
| || properties().getOutline().getAlpha() <= 0.0f |
| || !properties().getOutline().getPath()) { |
| // no shadow to draw |
| return; |
| } |
| |
| mat4 shadowMatrixXY(transformFromParent); |
| applyViewPropertyTransforms(shadowMatrixXY); |
| |
| // Z matrix needs actual 3d transformation, so mapped z values will be correct |
| mat4 shadowMatrixZ(transformFromParent); |
| applyViewPropertyTransforms(shadowMatrixZ, true); |
| |
| const SkPath* casterOutlinePath = properties().getOutline().getPath(); |
| const SkPath* revealClipPath = properties().getRevealClip().getPath(); |
| if (revealClipPath && revealClipPath->isEmpty()) return; |
| |
| float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); |
| |
| |
| // holds temporary SkPath to store the result of intersections |
| SkPath* frameAllocatedPath = nullptr; |
| const SkPath* outlinePath = casterOutlinePath; |
| |
| // intersect the outline with the reveal clip, if present |
| if (revealClipPath) { |
| frameAllocatedPath = handler.allocPathForFrame(); |
| |
| Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); |
| outlinePath = frameAllocatedPath; |
| } |
| |
| // intersect the outline with the clipBounds, if present |
| if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { |
| if (!frameAllocatedPath) { |
| frameAllocatedPath = handler.allocPathForFrame(); |
| } |
| |
| Rect clipBounds; |
| properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); |
| SkPath clipBoundsPath; |
| clipBoundsPath.addRect(clipBounds.left, clipBounds.top, |
| clipBounds.right, clipBounds.bottom); |
| |
| Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); |
| outlinePath = frameAllocatedPath; |
| } |
| |
| DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( |
| shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); |
| handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| } |
| |
| #define SHADOW_DELTA 0.1f |
| |
| template <class T> |
| void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, |
| const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, |
| OpenGLRenderer& renderer, T& handler) { |
| const int size = zTranslatedNodes.size(); |
| if (size == 0 |
| || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) |
| || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { |
| // no 3d children to draw |
| return; |
| } |
| |
| // Apply the base transform of the parent of the 3d children. This isolates |
| // 3d children of the current chunk from transformations made in previous chunks. |
| int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); |
| renderer.setMatrix(initialTransform); |
| |
| /** |
| * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters |
| * with very similar Z heights to draw together. |
| * |
| * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are |
| * underneath both, and neither's shadow is drawn on top of the other. |
| */ |
| const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); |
| size_t drawIndex, shadowIndex, endIndex; |
| if (mode == kNegativeZChildren) { |
| drawIndex = 0; |
| endIndex = nonNegativeIndex; |
| shadowIndex = endIndex; // draw no shadows |
| } else { |
| drawIndex = nonNegativeIndex; |
| endIndex = size; |
| shadowIndex = drawIndex; // potentially draw shadow for each pos Z child |
| } |
| |
| DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", |
| endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); |
| |
| float lastCasterZ = 0.0f; |
| while (shadowIndex < endIndex || drawIndex < endIndex) { |
| if (shadowIndex < endIndex) { |
| DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; |
| RenderNode* caster = casterOp->mRenderNode; |
| const float casterZ = zTranslatedNodes[shadowIndex].key; |
| // attempt to render the shadow if the caster about to be drawn is its caster, |
| // OR if its caster's Z value is similar to the previous potential caster |
| if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { |
| caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); |
| |
| lastCasterZ = casterZ; // must do this even if current caster not casting a shadow |
| shadowIndex++; |
| continue; |
| } |
| } |
| |
| // only the actual child DL draw needs to be in save/restore, |
| // since it modifies the renderer's matrix |
| int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); |
| |
| DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; |
| |
| renderer.concatMatrix(childOp->mTransformFromParent); |
| childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone |
| handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); |
| childOp->mSkipInOrderDraw = true; |
| |
| renderer.restoreToCount(restoreTo); |
| drawIndex++; |
| } |
| renderer.restoreToCount(rootRestoreTo); |
| } |
| |
| template <class T> |
| void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { |
| DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); |
| const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); |
| int restoreTo = renderer.getSaveCount(); |
| |
| LinearAllocator& alloc = handler.allocator(); |
| handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), |
| PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| |
| // Transform renderer to match background we're projecting onto |
| // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) |
| const DisplayListOp* op = |
| (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); |
| const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); |
| const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); |
| renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); |
| |
| // If the projection reciever has an outline, we mask projected content to it |
| // (which we know, apriori, are all tessellated paths) |
| renderer.setProjectionPathMask(alloc, projectionReceiverOutline); |
| |
| // draw projected nodes |
| for (size_t i = 0; i < mProjectedNodes.size(); i++) { |
| DrawRenderNodeOp* childOp = mProjectedNodes[i]; |
| |
| // matrix save, concat, and restore can be done safely without allocating operations |
| int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); |
| renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); |
| childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone |
| handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); |
| childOp->mSkipInOrderDraw = true; |
| renderer.restoreToCount(restoreTo); |
| } |
| |
| handler(new (alloc) RestoreToCountOp(restoreTo), |
| PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| } |
| |
| /** |
| * This function serves both defer and replay modes, and will organize the displayList's component |
| * operations for a single frame: |
| * |
| * Every 'simple' state operation that affects just the matrix and alpha (or other factors of |
| * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom |
| * defer logic) and operations in displayListOps are issued through the 'handler' which handles the |
| * defer vs replay logic, per operation |
| */ |
| template <class T> |
| void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { |
| if (mDisplayListData->isEmpty()) { |
| DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", |
| this, getName()); |
| return; |
| } |
| |
| const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); |
| // If we are updating the contents of mLayer, we don't want to apply any of |
| // the RenderNode's properties to this issueOperations pass. Those will all |
| // be applied when the layer is drawn, aka when this is true. |
| const bool useViewProperties = (!mLayer || drawLayer); |
| if (useViewProperties) { |
| const Outline& outline = properties().getOutline(); |
| if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { |
| DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "", |
| this, getName()); |
| return; |
| } |
| } |
| |
| handler.startMark(getName()); |
| |
| #if DEBUG_DISPLAY_LIST |
| const Rect& clipRect = renderer.getLocalClipBounds(); |
| DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", |
| handler.level() * 2, "", this, getName(), |
| clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); |
| #endif |
| |
| LinearAllocator& alloc = handler.allocator(); |
| int restoreTo = renderer.getSaveCount(); |
| handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), |
| PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| |
| DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "", |
| SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); |
| |
| if (useViewProperties) { |
| setViewProperties<T>(renderer, handler); |
| } |
| |
| bool quickRejected = properties().getClipToBounds() |
| && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); |
| if (!quickRejected) { |
| Matrix4 initialTransform(*(renderer.currentTransform())); |
| renderer.setBaseTransform(initialTransform); |
| |
| if (drawLayer) { |
| handler(new (alloc) DrawLayerOp(mLayer, 0, 0), |
| renderer.getSaveCount() - 1, properties().getClipToBounds()); |
| } else { |
| const int saveCountOffset = renderer.getSaveCount() - 1; |
| const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; |
| for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { |
| const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; |
| |
| Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; |
| buildZSortedChildList(chunk, zTranslatedNodes); |
| |
| issueOperationsOf3dChildren(kNegativeZChildren, |
| initialTransform, zTranslatedNodes, renderer, handler); |
| |
| |
| for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { |
| DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; |
| #if DEBUG_DISPLAY_LIST |
| op->output(handler.level() + 1); |
| #endif |
| handler(op, saveCountOffset, properties().getClipToBounds()); |
| |
| if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && |
| opIndex == static_cast<size_t>(projectionReceiveIndex))) { |
| issueOperationsOfProjectedChildren(renderer, handler); |
| } |
| } |
| |
| issueOperationsOf3dChildren(kPositiveZChildren, |
| initialTransform, zTranslatedNodes, renderer, handler); |
| } |
| } |
| } |
| |
| DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); |
| handler(new (alloc) RestoreToCountOp(restoreTo), |
| PROPERTY_SAVECOUNT, properties().getClipToBounds()); |
| |
| DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); |
| handler.endMark(); |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |