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/*
* Copyright (C) 2010 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_UI_DISPLAY_LIST_RENDERER_H
#define ANDROID_UI_DISPLAY_LIST_RENDERER_H
#include <SkChunkAlloc.h>
#include <SkFlattenable.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <SkPictureFlat.h>
#include <SkRefCnt.h>
#include <SkTDArray.h>
#include <SkTSearch.h>
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 16384
#define HEAP_BLOCK_SIZE 4096
///////////////////////////////////////////////////////////////////////////////
// Helpers
///////////////////////////////////////////////////////////////////////////////
class PathHeap: public SkRefCnt {
public:
PathHeap();
PathHeap(SkFlattenableReadBuffer& buffer);
~PathHeap();
int append(const SkPath& path);
int count() const { return mPaths.count(); }
SkPath& operator[](int index) const {
return *mPaths[index];
}
void flatten(SkFlattenableWriteBuffer& buffer) const;
private:
SkChunkAlloc mHeap;
SkTDArray<SkPath*> mPaths;
};
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DisplayListRenderer;
/**
* Replays recorded drawing commands.
*/
class DisplayList {
public:
DisplayList(const DisplayListRenderer& recorder);
~DisplayList();
enum Op {
AcquireContext,
ReleaseContext,
Save,
Restore,
RestoreToCount,
SaveLayer,
Translate,
Rotate,
Scale,
SetMatrix,
ConcatMatrix,
ClipRect,
DrawBitmap,
DrawBitmapMatrix,
DrawBitmapRect,
DrawPatch,
DrawColor,
DrawRect,
DrawPath,
DrawLines,
DrawText,
ResetShader,
SetupShader,
ResetColorFilter,
SetupColorFilter,
ResetShadow,
SetupShadow
};
void replay(OpenGLRenderer& renderer);
private:
void init();
class TextContainer {
public:
size_t length() const {
return mByteLength;
}
const char* text() const {
return (const char*) mText;
}
size_t mByteLength;
const char* mText;
};
SkBitmap* getBitmap() {
return (SkBitmap*) getInt();
}
SkiaShader* getShader() {
return (SkiaShader*) getInt();
}
SkiaColorFilter* getColorFilter() {
return (SkiaColorFilter*) getInt();
}
inline int getIndex() {
return mReader.readInt();
}
inline int getInt() {
return mReader.readInt();
}
SkMatrix* getMatrix() {
return (SkMatrix*) getInt();
}
SkPath* getPath() {
return &(*mPathHeap)[getInt() - 1];
}
SkPaint* getPaint() {
return (SkPaint*) getInt();
}
inline float getFloat() {
return mReader.readScalar();
}
int32_t* getInts(uint32_t& count) {
count = getInt();
return (int32_t*) mReader.skip(count * sizeof(int32_t));
}
uint32_t* getUInts(int8_t& count) {
count = getInt();
return (uint32_t*) mReader.skip(count * sizeof(uint32_t));
}
float* getFloats(int& count) {
count = getInt();
return (float*) mReader.skip(count * sizeof(float));
}
void getText(TextContainer* text) {
size_t length = text->mByteLength = getInt();
text->mText = (const char*) mReader.skip(length);
}
PathHeap* mPathHeap;
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaShader*> mShaderResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
Vector<SkMatrix*> mMatrices;
mutable SkFlattenableReadBuffer mReader;
SkRefCntPlayback mRCPlayback;
SkTypefacePlayback mTFPlayback;
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
DisplayListRenderer();
~DisplayListRenderer();
void setViewport(int width, int height);
void prepare(bool opaque);
void acquireContext();
void releaseContext();
int save(int flags);
void restore();
void restoreToCount(int saveCount);
int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
void translate(float dx, float dy);
void rotate(float degrees);
void scale(float sx, float sy);
void setMatrix(SkMatrix* matrix);
void concatMatrix(SkMatrix* matrix);
bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
void drawPath(SkPath* path, SkPaint* paint);
void drawLines(float* points, int count, SkPaint* paint);
void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint);
void resetShader();
void setupShader(SkiaShader* shader);
void resetColorFilter();
void setupColorFilter(SkiaColorFilter* filter);
void resetShadow();
void setupShadow(float radius, float dx, float dy, int color);
void reset();
DisplayList* getDisplayList() const {
return new DisplayList(*this);
}
const SkWriter32& writeStream() const {
return mWriter;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkiaShader*>& getShaderResources() const {
return mShaderResources;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
private:
inline void addOp(DisplayList::Op drawOp) {
mWriter.writeInt(drawOp);
}
inline void addInt(int value) {
mWriter.writeInt(value);
}
void addInts(const int32_t* values, uint32_t count) {
mWriter.writeInt(count);
for (uint32_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
void addUInts(const uint32_t* values, int8_t count) {
mWriter.writeInt(count);
for (int8_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
inline void addFloat(float value) {
mWriter.writeScalar(value);
}
void addFloats(const float* values, int count) {
mWriter.writeInt(count);
for (int i = 0; i < count; i++) {
mWriter.writeScalar(values[i]);
}
}
inline void addPoint(float x, float y) {
mWriter.writeScalar(x);
mWriter.writeScalar(y);
}
inline void addBounds(float left, float top, float right, float bottom) {
mWriter.writeScalar(left);
mWriter.writeScalar(top);
mWriter.writeScalar(right);
mWriter.writeScalar(bottom);
}
inline void addText(const void* text, size_t byteLength) {
mWriter.writeInt(byteLength);
mWriter.writePad(text, byteLength);
}
inline void addPath(const SkPath* path) {
if (mPathHeap == NULL) {
mPathHeap = new PathHeap();
}
addInt(mPathHeap->append(*path));
}
inline void addPaint(SkPaint* paint) {
if (paint == NULL) {
addInt((int)NULL);
return;
}
SkPaint *paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
mPaintMap.add(paint, paintCopy);
mPaints.add(paintCopy);
}
addInt((int)paintCopy);
}
inline void addMatrix(SkMatrix* matrix) {
// Copying the matrix is cheap and prevents against the user changing the original
// matrix before the operation that uses it
addInt((int) new SkMatrix(*matrix));
}
inline void addBitmap(SkBitmap* bitmap) {
// Note that this assumes the bitmap is immutable. There are cases this won't handle
// correctly, such as creating the bitmap from scratch, drawing with it, changing its
// contents, and drawing again. The only fix would be to always copy it the first time,
// which doesn't seem worth the extra cycles for this unlikely case.
addInt((int)bitmap);
mBitmapResources.add(bitmap);
Caches& caches = Caches::getInstance();
caches.resourceCache.incrementRefcount(bitmap);
}
inline void addShader(SkiaShader* shader) {
addInt((int)shader);
mShaderResources.add(shader);
Caches& caches = Caches::getInstance();
caches.resourceCache.incrementRefcount(shader);
}
inline void addColorFilter(SkiaColorFilter* colorFilter) {
addInt((int)colorFilter);
mFilterResources.add(colorFilter);
Caches& caches = Caches::getInstance();
caches.resourceCache.incrementRefcount(colorFilter);
}
SkChunkAlloc mHeap;
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaShader*> mShaderResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint *, SkPaint *> mPaintMap;
Vector<SkMatrix*> mMatrices;
PathHeap* mPathHeap;
SkWriter32 mWriter;
SkRefCntRecorder mRCRecorder;
SkRefCntRecorder mTFRecorder;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_UI_DISPLAY_LIST_RENDERER_H