RenderNode.cpp revision 43a1d31a2837406a437937b340db85c1a05ed1ed
1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define ATRACE_TAG ATRACE_TAG_VIEW
18#define LOG_TAG "OpenGLRenderer"
19
20#include "RenderNode.h"
21
22#include <algorithm>
23#include <string>
24
25#include <SkCanvas.h>
26#include <algorithm>
27
28
29#include "DamageAccumulator.h"
30#include "Debug.h"
31#include "DisplayListOp.h"
32#include "LayerRenderer.h"
33#include "OpenGLRenderer.h"
34#include "TreeInfo.h"
35#include "utils/MathUtils.h"
36#include "utils/TraceUtils.h"
37#include "renderthread/CanvasContext.h"
38
39namespace android {
40namespace uirenderer {
41
42void RenderNode::debugDumpLayers(const char* prefix) {
43    if (mLayer) {
44        ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
45                prefix, this, getName(), mLayer, mLayer->getFbo(),
46                mLayer->wasBuildLayered ? "true" : "false");
47    }
48    if (mDisplayListData) {
49        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
50            mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
51        }
52    }
53}
54
55RenderNode::RenderNode()
56        : mDirtyPropertyFields(0)
57        , mNeedsDisplayListDataSync(false)
58        , mDisplayListData(nullptr)
59        , mStagingDisplayListData(nullptr)
60        , mAnimatorManager(*this)
61        , mLayer(nullptr)
62        , mParentCount(0) {
63}
64
65RenderNode::~RenderNode() {
66    deleteDisplayListData();
67    delete mStagingDisplayListData;
68    if (mLayer) {
69        ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
70        mLayer->postDecStrong();
71        mLayer = nullptr;
72    }
73}
74
75void RenderNode::setStagingDisplayList(DisplayListData* data) {
76    mNeedsDisplayListDataSync = true;
77    delete mStagingDisplayListData;
78    mStagingDisplayListData = data;
79}
80
81/**
82 * This function is a simplified version of replay(), where we simply retrieve and log the
83 * display list. This function should remain in sync with the replay() function.
84 */
85void RenderNode::output(uint32_t level) {
86    ALOGD("%*sStart display list (%p, %s%s%s%s%s)", (level - 1) * 2, "", this,
87            getName(),
88            (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
89            (properties().hasShadow() ? ", casting shadow" : ""),
90            (isRenderable() ? "" : ", empty"),
91            (mLayer != nullptr ? ", on HW Layer" : ""));
92    ALOGD("%*s%s %d", level * 2, "", "Save",
93            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
94
95    properties().debugOutputProperties(level);
96    int flags = DisplayListOp::kOpLogFlag_Recurse;
97    if (mDisplayListData) {
98        // TODO: consider printing the chunk boundaries here
99        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
100            mDisplayListData->displayListOps[i]->output(level, flags);
101        }
102    }
103
104    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
105}
106
107int RenderNode::getDebugSize() {
108    int size = sizeof(RenderNode);
109    if (mStagingDisplayListData) {
110        size += mStagingDisplayListData->getUsedSize();
111    }
112    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
113        size += mDisplayListData->getUsedSize();
114    }
115    return size;
116}
117
118void RenderNode::prepareTree(TreeInfo& info) {
119    ATRACE_CALL();
120    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
121
122    prepareTreeImpl(info);
123}
124
125void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
126    mAnimatorManager.addAnimator(animator);
127}
128
129void RenderNode::damageSelf(TreeInfo& info) {
130    if (isRenderable()) {
131        if (properties().getClipDamageToBounds()) {
132            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
133        } else {
134            // Hope this is big enough?
135            // TODO: Get this from the display list ops or something
136            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
137        }
138    }
139}
140
141void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
142    LayerType layerType = properties().effectiveLayerType();
143    if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
144        // Damage applied so far needs to affect our parent, but does not require
145        // the layer to be updated. So we pop/push here to clear out the current
146        // damage and get a clean state for display list or children updates to
147        // affect, which will require the layer to be updated
148        info.damageAccumulator->popTransform();
149        info.damageAccumulator->pushTransform(this);
150        if (dirtyMask & DISPLAY_LIST) {
151            damageSelf(info);
152        }
153    }
154}
155
156void RenderNode::pushLayerUpdate(TreeInfo& info) {
157    LayerType layerType = properties().effectiveLayerType();
158    // If we are not a layer OR we cannot be rendered (eg, view was detached)
159    // we need to destroy any Layers we may have had previously
160    if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
161        if (CC_UNLIKELY(mLayer)) {
162            LayerRenderer::destroyLayer(mLayer);
163            mLayer = nullptr;
164        }
165        return;
166    }
167
168    bool transformUpdateNeeded = false;
169    if (!mLayer) {
170        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
171        applyLayerPropertiesToLayer(info);
172        damageSelf(info);
173        transformUpdateNeeded = true;
174    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
175        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
176            LayerRenderer::destroyLayer(mLayer);
177            mLayer = nullptr;
178        }
179        damageSelf(info);
180        transformUpdateNeeded = true;
181    }
182
183    SkRect dirty;
184    info.damageAccumulator->peekAtDirty(&dirty);
185
186    if (!mLayer) {
187        Caches::getInstance().dumpMemoryUsage();
188        if (info.errorHandler) {
189            std::string msg = "Unable to create layer for ";
190            msg += getName();
191            info.errorHandler->onError(msg);
192        }
193        return;
194    }
195
196    if (transformUpdateNeeded) {
197        // update the transform in window of the layer to reset its origin wrt light source position
198        Matrix4 windowTransform;
199        info.damageAccumulator->computeCurrentTransform(&windowTransform);
200        mLayer->setWindowTransform(windowTransform);
201    }
202
203    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
204        dirty.roundOut(&dirty);
205        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
206    }
207    // This is not inside the above if because we may have called
208    // updateDeferred on a previous prepare pass that didn't have a renderer
209    if (info.renderer && mLayer->deferredUpdateScheduled) {
210        info.renderer->pushLayerUpdate(mLayer);
211    }
212
213    if (CC_UNLIKELY(info.canvasContext)) {
214        // If canvasContext is not null that means there are prefetched layers
215        // that need to be accounted for. That might be us, so tell CanvasContext
216        // that this layer is in the tree and should not be destroyed.
217        info.canvasContext->markLayerInUse(this);
218    }
219}
220
221void RenderNode::prepareTreeImpl(TreeInfo& info) {
222    info.damageAccumulator->pushTransform(this);
223
224    if (info.mode == TreeInfo::MODE_FULL) {
225        pushStagingPropertiesChanges(info);
226    }
227    uint32_t animatorDirtyMask = 0;
228    if (CC_LIKELY(info.runAnimations)) {
229        animatorDirtyMask = mAnimatorManager.animate(info);
230    }
231    prepareLayer(info, animatorDirtyMask);
232    if (info.mode == TreeInfo::MODE_FULL) {
233        pushStagingDisplayListChanges(info);
234    }
235    prepareSubTree(info, mDisplayListData);
236    pushLayerUpdate(info);
237
238    info.damageAccumulator->popTransform();
239}
240
241void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
242    // Push the animators first so that setupStartValueIfNecessary() is called
243    // before properties() is trampled by stagingProperties(), as they are
244    // required by some animators.
245    if (CC_LIKELY(info.runAnimations)) {
246        mAnimatorManager.pushStaging();
247    }
248    if (mDirtyPropertyFields) {
249        mDirtyPropertyFields = 0;
250        damageSelf(info);
251        info.damageAccumulator->popTransform();
252        mProperties = mStagingProperties;
253        applyLayerPropertiesToLayer(info);
254        // We could try to be clever and only re-damage if the matrix changed.
255        // However, we don't need to worry about that. The cost of over-damaging
256        // here is only going to be a single additional map rect of this node
257        // plus a rect join(). The parent's transform (and up) will only be
258        // performed once.
259        info.damageAccumulator->pushTransform(this);
260        damageSelf(info);
261    }
262}
263
264void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
265    if (CC_LIKELY(!mLayer)) return;
266
267    const LayerProperties& props = properties().layerProperties();
268    mLayer->setAlpha(props.alpha(), props.xferMode());
269    mLayer->setColorFilter(props.colorFilter());
270    mLayer->setBlend(props.needsBlending());
271}
272
273void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
274    if (mNeedsDisplayListDataSync) {
275        mNeedsDisplayListDataSync = false;
276        // Make sure we inc first so that we don't fluctuate between 0 and 1,
277        // which would thrash the layer cache
278        if (mStagingDisplayListData) {
279            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
280                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
281            }
282        }
283        // Damage with the old display list first then the new one to catch any
284        // changes in isRenderable or, in the future, bounds
285        damageSelf(info);
286        deleteDisplayListData();
287        // TODO: Remove this caches stuff
288        if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
289            Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
290        }
291        mDisplayListData = mStagingDisplayListData;
292        mStagingDisplayListData = nullptr;
293        if (mDisplayListData) {
294            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
295                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
296            }
297        }
298        damageSelf(info);
299    }
300}
301
302void RenderNode::deleteDisplayListData() {
303    if (mDisplayListData) {
304        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
305            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
306        }
307        if (mDisplayListData->functors.size()) {
308            Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
309        }
310    }
311    delete mDisplayListData;
312    mDisplayListData = nullptr;
313}
314
315void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
316    if (subtree) {
317        TextureCache& cache = Caches::getInstance().textureCache;
318        info.out.hasFunctors |= subtree->functors.size();
319        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
320            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
321        }
322        for (size_t i = 0; i < subtree->children().size(); i++) {
323            DrawRenderNodeOp* op = subtree->children()[i];
324            RenderNode* childNode = op->mRenderNode;
325            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
326            childNode->prepareTreeImpl(info);
327            info.damageAccumulator->popTransform();
328        }
329    }
330}
331
332void RenderNode::destroyHardwareResources() {
333    if (mLayer) {
334        LayerRenderer::destroyLayer(mLayer);
335        mLayer = nullptr;
336    }
337    if (mDisplayListData) {
338        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
339            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
340        }
341        if (mNeedsDisplayListDataSync) {
342            // Next prepare tree we are going to push a new display list, so we can
343            // drop our current one now
344            deleteDisplayListData();
345        }
346    }
347}
348
349void RenderNode::decParentRefCount() {
350    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
351    mParentCount--;
352    if (!mParentCount) {
353        // If a child of ours is being attached to our parent then this will incorrectly
354        // destroy its hardware resources. However, this situation is highly unlikely
355        // and the failure is "just" that the layer is re-created, so this should
356        // be safe enough
357        destroyHardwareResources();
358    }
359}
360
361/*
362 * For property operations, we pass a savecount of 0, since the operations aren't part of the
363 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
364 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
365 */
366#define PROPERTY_SAVECOUNT 0
367
368template <class T>
369void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
370#if DEBUG_DISPLAY_LIST
371    properties().debugOutputProperties(handler.level() + 1);
372#endif
373    if (properties().getLeft() != 0 || properties().getTop() != 0) {
374        renderer.translate(properties().getLeft(), properties().getTop());
375    }
376    if (properties().getStaticMatrix()) {
377        renderer.concatMatrix(*properties().getStaticMatrix());
378    } else if (properties().getAnimationMatrix()) {
379        renderer.concatMatrix(*properties().getAnimationMatrix());
380    }
381    if (properties().hasTransformMatrix()) {
382        if (properties().isTransformTranslateOnly()) {
383            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
384        } else {
385            renderer.concatMatrix(*properties().getTransformMatrix());
386        }
387    }
388    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
389    int clipFlags = properties().getClippingFlags();
390    if (properties().getAlpha() < 1) {
391        if (isLayer) {
392            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
393        }
394        LOG_ALWAYS_FATAL_IF(!isLayer && properties().getHasOverlappingRendering());
395        renderer.scaleAlpha(properties().getAlpha());
396
397        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
398            // pretend to cause savelayer to warn about performance problem affecting old versions
399            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
400                    static_cast<int>(getWidth()),
401                    static_cast<int>(getHeight()));
402        }
403    }
404    if (clipFlags) {
405        Rect clipRect;
406        properties().getClippingRectForFlags(clipFlags, &clipRect);
407        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
408                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
409                SkRegion::kIntersect_Op);
410        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
411    }
412
413    // TODO: support nesting round rect clips
414    if (mProperties.getRevealClip().willClip()) {
415        Rect bounds;
416        mProperties.getRevealClip().getBounds(&bounds);
417        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
418    } else if (mProperties.getOutline().willClip()) {
419        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
420    }
421}
422
423/**
424 * Apply property-based transformations to input matrix
425 *
426 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
427 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
428 */
429void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
430    if (properties().getLeft() != 0 || properties().getTop() != 0) {
431        matrix.translate(properties().getLeft(), properties().getTop());
432    }
433    if (properties().getStaticMatrix()) {
434        mat4 stat(*properties().getStaticMatrix());
435        matrix.multiply(stat);
436    } else if (properties().getAnimationMatrix()) {
437        mat4 anim(*properties().getAnimationMatrix());
438        matrix.multiply(anim);
439    }
440
441    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
442    if (properties().hasTransformMatrix() || applyTranslationZ) {
443        if (properties().isTransformTranslateOnly()) {
444            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
445                    true3dTransform ? properties().getZ() : 0.0f);
446        } else {
447            if (!true3dTransform) {
448                matrix.multiply(*properties().getTransformMatrix());
449            } else {
450                mat4 true3dMat;
451                true3dMat.loadTranslate(
452                        properties().getPivotX() + properties().getTranslationX(),
453                        properties().getPivotY() + properties().getTranslationY(),
454                        properties().getZ());
455                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
456                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
457                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
458                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
459                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
460
461                matrix.multiply(true3dMat);
462            }
463        }
464    }
465}
466
467/**
468 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
469 *
470 * This should be called before a call to defer() or drawDisplayList()
471 *
472 * Each DisplayList that serves as a 3d root builds its list of composited children,
473 * which are flagged to not draw in the standard draw loop.
474 */
475void RenderNode::computeOrdering() {
476    ATRACE_CALL();
477    mProjectedNodes.clear();
478
479    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
480    // transform properties are applied correctly to top level children
481    if (mDisplayListData == nullptr) return;
482    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
483        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
484        childOp->mRenderNode->computeOrderingImpl(childOp,
485                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
486    }
487}
488
489void RenderNode::computeOrderingImpl(
490        DrawRenderNodeOp* opState,
491        const SkPath* outlineOfProjectionSurface,
492        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
493        const mat4* transformFromProjectionSurface) {
494    mProjectedNodes.clear();
495    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
496
497    // TODO: should avoid this calculation in most cases
498    // TODO: just calculate single matrix, down to all leaf composited elements
499    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
500    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
501
502    if (properties().getProjectBackwards()) {
503        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
504        opState->mSkipInOrderDraw = true;
505        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
506        compositedChildrenOfProjectionSurface->add(opState);
507    } else {
508        // standard in order draw
509        opState->mSkipInOrderDraw = false;
510    }
511
512    if (mDisplayListData->children().size() > 0) {
513        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
514        bool haveAppliedPropertiesToProjection = false;
515        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
516            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
517            RenderNode* child = childOp->mRenderNode;
518
519            const SkPath* projectionOutline = nullptr;
520            Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
521            const mat4* projectionTransform = nullptr;
522            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
523                // if receiving projections, collect projecting descendent
524
525                // Note that if a direct descendent is projecting backwards, we pass it's
526                // grandparent projection collection, since it shouldn't project onto it's
527                // parent, where it will already be drawing.
528                projectionOutline = properties().getOutline().getPath();
529                projectionChildren = &mProjectedNodes;
530                projectionTransform = &mat4::identity();
531            } else {
532                if (!haveAppliedPropertiesToProjection) {
533                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
534                    haveAppliedPropertiesToProjection = true;
535                }
536                projectionOutline = outlineOfProjectionSurface;
537                projectionChildren = compositedChildrenOfProjectionSurface;
538                projectionTransform = &localTransformFromProjectionSurface;
539            }
540            child->computeOrderingImpl(childOp,
541                    projectionOutline, projectionChildren, projectionTransform);
542        }
543    }
544}
545
546class DeferOperationHandler {
547public:
548    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
549        : mDeferStruct(deferStruct), mLevel(level) {}
550    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
551        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
552    }
553    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
554    inline void startMark(const char* name) {} // do nothing
555    inline void endMark() {}
556    inline int level() { return mLevel; }
557    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
558    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
559
560private:
561    DeferStateStruct& mDeferStruct;
562    const int mLevel;
563};
564
565void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
566    DeferOperationHandler handler(deferStruct, level);
567    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
568}
569
570class ReplayOperationHandler {
571public:
572    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
573        : mReplayStruct(replayStruct), mLevel(level) {}
574    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
575#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
576        mReplayStruct.mRenderer.eventMark(operation->name());
577#endif
578        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
579    }
580    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
581    inline void startMark(const char* name) {
582        mReplayStruct.mRenderer.startMark(name);
583    }
584    inline void endMark() {
585        mReplayStruct.mRenderer.endMark();
586    }
587    inline int level() { return mLevel; }
588    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
589    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
590
591private:
592    ReplayStateStruct& mReplayStruct;
593    const int mLevel;
594};
595
596void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
597    ReplayOperationHandler handler(replayStruct, level);
598    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
599}
600
601void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
602        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
603    if (chunk.beginChildIndex == chunk.endChildIndex) return;
604
605    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
606        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
607        RenderNode* child = childOp->mRenderNode;
608        float childZ = child->properties().getZ();
609
610        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
611            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
612            childOp->mSkipInOrderDraw = true;
613        } else if (!child->properties().getProjectBackwards()) {
614            // regular, in order drawing DisplayList
615            childOp->mSkipInOrderDraw = false;
616        }
617    }
618
619    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
620    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
621}
622
623template <class T>
624void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
625    if (properties().getAlpha() <= 0.0f
626            || properties().getOutline().getAlpha() <= 0.0f
627            || !properties().getOutline().getPath()) {
628        // no shadow to draw
629        return;
630    }
631
632    mat4 shadowMatrixXY(transformFromParent);
633    applyViewPropertyTransforms(shadowMatrixXY);
634
635    // Z matrix needs actual 3d transformation, so mapped z values will be correct
636    mat4 shadowMatrixZ(transformFromParent);
637    applyViewPropertyTransforms(shadowMatrixZ, true);
638
639    const SkPath* casterOutlinePath = properties().getOutline().getPath();
640    const SkPath* revealClipPath = properties().getRevealClip().getPath();
641    if (revealClipPath && revealClipPath->isEmpty()) return;
642
643    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
644
645
646    // holds temporary SkPath to store the result of intersections
647    SkPath* frameAllocatedPath = nullptr;
648    const SkPath* outlinePath = casterOutlinePath;
649
650    // intersect the outline with the reveal clip, if present
651    if (revealClipPath) {
652        frameAllocatedPath = handler.allocPathForFrame();
653
654        Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
655        outlinePath = frameAllocatedPath;
656    }
657
658    // intersect the outline with the clipBounds, if present
659    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
660        if (!frameAllocatedPath) {
661            frameAllocatedPath = handler.allocPathForFrame();
662        }
663
664        Rect clipBounds;
665        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
666        SkPath clipBoundsPath;
667        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
668                clipBounds.right, clipBounds.bottom);
669
670        Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
671        outlinePath = frameAllocatedPath;
672    }
673
674    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
675            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
676    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
677}
678
679#define SHADOW_DELTA 0.1f
680
681template <class T>
682void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
683        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
684        OpenGLRenderer& renderer, T& handler) {
685    const int size = zTranslatedNodes.size();
686    if (size == 0
687            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
688            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
689        // no 3d children to draw
690        return;
691    }
692
693    // Apply the base transform of the parent of the 3d children. This isolates
694    // 3d children of the current chunk from transformations made in previous chunks.
695    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
696    renderer.setMatrix(initialTransform);
697
698    /**
699     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
700     * with very similar Z heights to draw together.
701     *
702     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
703     * underneath both, and neither's shadow is drawn on top of the other.
704     */
705    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
706    size_t drawIndex, shadowIndex, endIndex;
707    if (mode == kNegativeZChildren) {
708        drawIndex = 0;
709        endIndex = nonNegativeIndex;
710        shadowIndex = endIndex; // draw no shadows
711    } else {
712        drawIndex = nonNegativeIndex;
713        endIndex = size;
714        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
715    }
716
717    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
718            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
719
720    float lastCasterZ = 0.0f;
721    while (shadowIndex < endIndex || drawIndex < endIndex) {
722        if (shadowIndex < endIndex) {
723            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
724            RenderNode* caster = casterOp->mRenderNode;
725            const float casterZ = zTranslatedNodes[shadowIndex].key;
726            // attempt to render the shadow if the caster about to be drawn is its caster,
727            // OR if its caster's Z value is similar to the previous potential caster
728            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
729                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
730
731                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
732                shadowIndex++;
733                continue;
734            }
735        }
736
737        // only the actual child DL draw needs to be in save/restore,
738        // since it modifies the renderer's matrix
739        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
740
741        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
742
743        renderer.concatMatrix(childOp->mTransformFromParent);
744        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
745        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
746        childOp->mSkipInOrderDraw = true;
747
748        renderer.restoreToCount(restoreTo);
749        drawIndex++;
750    }
751    renderer.restoreToCount(rootRestoreTo);
752}
753
754template <class T>
755void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
756    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
757    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
758    int restoreTo = renderer.getSaveCount();
759
760    LinearAllocator& alloc = handler.allocator();
761    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
762            PROPERTY_SAVECOUNT, properties().getClipToBounds());
763
764    // Transform renderer to match background we're projecting onto
765    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
766    const DisplayListOp* op =
767            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
768    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
769    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
770    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
771
772    // If the projection reciever has an outline, we mask each of the projected rendernodes to it
773    // Either with clipRect, or special saveLayer masking
774    if (projectionReceiverOutline != nullptr) {
775        const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
776        if (projectionReceiverOutline->isRect(nullptr)) {
777            // mask to the rect outline simply with clipRect
778            ClipRectOp* clipOp = new (alloc) ClipRectOp(
779                    outlineBounds.left(), outlineBounds.top(),
780                    outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
781            handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
782        } else {
783            // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
784            SaveLayerOp* op = new (alloc) SaveLayerOp(
785                    outlineBounds.left(), outlineBounds.top(),
786                    outlineBounds.right(), outlineBounds.bottom(),
787                    255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
788            op->setMask(projectionReceiverOutline);
789            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
790
791            /* TODO: add optimizations here to take advantage of placement/size of projected
792             * children (which may shrink saveLayer area significantly). This is dependent on
793             * passing actual drawing/dirtying bounds of projected content down to native.
794             */
795        }
796    }
797
798    // draw projected nodes
799    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
800        DrawRenderNodeOp* childOp = mProjectedNodes[i];
801
802        // matrix save, concat, and restore can be done safely without allocating operations
803        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
804        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
805        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
806        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
807        childOp->mSkipInOrderDraw = true;
808        renderer.restoreToCount(restoreTo);
809    }
810
811    if (projectionReceiverOutline != nullptr) {
812        handler(new (alloc) RestoreToCountOp(restoreTo),
813                PROPERTY_SAVECOUNT, properties().getClipToBounds());
814    }
815}
816
817/**
818 * This function serves both defer and replay modes, and will organize the displayList's component
819 * operations for a single frame:
820 *
821 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
822 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
823 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
824 * defer vs replay logic, per operation
825 */
826template <class T>
827void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
828    if (mDisplayListData->isEmpty()) {
829        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
830        return;
831    }
832
833    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
834    // If we are updating the contents of mLayer, we don't want to apply any of
835    // the RenderNode's properties to this issueOperations pass. Those will all
836    // be applied when the layer is drawn, aka when this is true.
837    const bool useViewProperties = (!mLayer || drawLayer);
838    if (useViewProperties) {
839        const Outline& outline = properties().getOutline();
840        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
841            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
842            return;
843        }
844    }
845
846    handler.startMark(getName());
847
848#if DEBUG_DISPLAY_LIST
849    const Rect& clipRect = renderer.getLocalClipBounds();
850    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
851            handler.level() * 2, "", this, getName(),
852            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
853#endif
854
855    LinearAllocator& alloc = handler.allocator();
856    int restoreTo = renderer.getSaveCount();
857    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
858            PROPERTY_SAVECOUNT, properties().getClipToBounds());
859
860    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
861            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
862
863    if (useViewProperties) {
864        setViewProperties<T>(renderer, handler);
865    }
866
867    bool quickRejected = properties().getClipToBounds()
868            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
869    if (!quickRejected) {
870        Matrix4 initialTransform(*(renderer.currentTransform()));
871
872        if (drawLayer) {
873            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
874                    renderer.getSaveCount() - 1, properties().getClipToBounds());
875        } else {
876            const int saveCountOffset = renderer.getSaveCount() - 1;
877            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
878            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
879                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
880
881                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
882                buildZSortedChildList(chunk, zTranslatedNodes);
883
884                issueOperationsOf3dChildren(kNegativeZChildren,
885                        initialTransform, zTranslatedNodes, renderer, handler);
886
887
888                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
889                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
890#if DEBUG_DISPLAY_LIST
891                    op->output(handler.level() + 1);
892#endif
893                    handler(op, saveCountOffset, properties().getClipToBounds());
894
895                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
896                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
897                        issueOperationsOfProjectedChildren(renderer, handler);
898                    }
899                }
900
901                issueOperationsOf3dChildren(kPositiveZChildren,
902                        initialTransform, zTranslatedNodes, renderer, handler);
903            }
904        }
905    }
906
907    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
908    handler(new (alloc) RestoreToCountOp(restoreTo),
909            PROPERTY_SAVECOUNT, properties().getClipToBounds());
910
911    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
912    handler.endMark();
913}
914
915} /* namespace uirenderer */
916} /* namespace android */
917