RenderNode.cpp revision 8afd0f245cc0c4a0366f39f41b5f78e47ee83be3
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#include <utils/Trace.h>
29
30#include "DamageAccumulator.h"
31#include "Debug.h"
32#include "DisplayListOp.h"
33#include "DisplayListLogBuffer.h"
34#include "LayerRenderer.h"
35#include "OpenGLRenderer.h"
36#include "utils/MathUtils.h"
37
38namespace android {
39namespace uirenderer {
40
41void RenderNode::outputLogBuffer(int fd) {
42    DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
43    if (logBuffer.isEmpty()) {
44        return;
45    }
46
47    FILE *file = fdopen(fd, "a");
48
49    fprintf(file, "\nRecent DisplayList operations\n");
50    logBuffer.outputCommands(file);
51
52    String8 cachesLog;
53    Caches::getInstance().dumpMemoryUsage(cachesLog);
54    fprintf(file, "\nCaches:\n%s", cachesLog.string());
55    fprintf(file, "\n");
56
57    fflush(file);
58}
59
60RenderNode::RenderNode()
61        : mDirtyPropertyFields(0)
62        , mNeedsDisplayListDataSync(false)
63        , mDisplayListData(0)
64        , mStagingDisplayListData(0)
65        , mAnimatorManager(*this)
66        , mLayer(0)
67        , mParentCount(0) {
68}
69
70RenderNode::~RenderNode() {
71    deleteDisplayListData();
72    delete mStagingDisplayListData;
73    LayerRenderer::destroyLayerDeferred(mLayer);
74}
75
76void RenderNode::setStagingDisplayList(DisplayListData* data) {
77    mNeedsDisplayListDataSync = true;
78    delete mStagingDisplayListData;
79    mStagingDisplayListData = data;
80    if (mStagingDisplayListData) {
81        Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
82    }
83}
84
85/**
86 * This function is a simplified version of replay(), where we simply retrieve and log the
87 * display list. This function should remain in sync with the replay() function.
88 */
89void RenderNode::output(uint32_t level) {
90    ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
91            getName(), isRenderable());
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().layerProperties().type();
143    if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
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().layerProperties().type();
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 != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
161        if (CC_UNLIKELY(mLayer)) {
162            LayerRenderer::destroyLayer(mLayer);
163            mLayer = NULL;
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 = 0;
178        }
179        damageSelf(info);
180        transformUpdateNeeded = true;
181    }
182
183    SkRect dirty;
184    info.damageAccumulator->peekAtDirty(&dirty);
185
186    if (!mLayer) {
187        if (info.errorHandler) {
188            std::string msg = "Unable to create layer for ";
189            msg += getName();
190            info.errorHandler->onError(msg);
191        }
192        return;
193    }
194
195    if (transformUpdateNeeded) {
196        // update the transform in window of the layer to reset its origin wrt light source position
197        Matrix4 windowTransform;
198        info.damageAccumulator->computeCurrentTransform(&windowTransform);
199        mLayer->setWindowTransform(windowTransform);
200    }
201
202    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
203        dirty.roundOut();
204        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
205    }
206    // This is not inside the above if because we may have called
207    // updateDeferred on a previous prepare pass that didn't have a renderer
208    if (info.renderer && mLayer->deferredUpdateScheduled) {
209        info.renderer->pushLayerUpdate(mLayer);
210    }
211}
212
213void RenderNode::prepareTreeImpl(TreeInfo& info) {
214    info.damageAccumulator->pushTransform(this);
215
216    if (info.mode == TreeInfo::MODE_FULL) {
217        pushStagingPropertiesChanges(info);
218    }
219    uint32_t animatorDirtyMask = 0;
220    if (CC_LIKELY(info.runAnimations)) {
221        animatorDirtyMask = mAnimatorManager.animate(info);
222    }
223    prepareLayer(info, animatorDirtyMask);
224    if (info.mode == TreeInfo::MODE_FULL) {
225        pushStagingDisplayListChanges(info);
226    }
227    prepareSubTree(info, mDisplayListData);
228    pushLayerUpdate(info);
229
230    info.damageAccumulator->popTransform();
231}
232
233void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
234    // Push the animators first so that setupStartValueIfNecessary() is called
235    // before properties() is trampled by stagingProperties(), as they are
236    // required by some animators.
237    if (CC_LIKELY(info.runAnimations)) {
238        mAnimatorManager.pushStaging(info);
239    }
240    if (mDirtyPropertyFields) {
241        mDirtyPropertyFields = 0;
242        damageSelf(info);
243        info.damageAccumulator->popTransform();
244        mProperties = mStagingProperties;
245        applyLayerPropertiesToLayer(info);
246        // We could try to be clever and only re-damage if the matrix changed.
247        // However, we don't need to worry about that. The cost of over-damaging
248        // here is only going to be a single additional map rect of this node
249        // plus a rect join(). The parent's transform (and up) will only be
250        // performed once.
251        info.damageAccumulator->pushTransform(this);
252        damageSelf(info);
253    }
254}
255
256void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
257    if (CC_LIKELY(!mLayer)) return;
258
259    const LayerProperties& props = properties().layerProperties();
260    mLayer->setAlpha(props.alpha(), props.xferMode());
261    mLayer->setColorFilter(props.colorFilter());
262    mLayer->setBlend(props.needsBlending());
263}
264
265void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
266    if (mNeedsDisplayListDataSync) {
267        mNeedsDisplayListDataSync = false;
268        // Make sure we inc first so that we don't fluctuate between 0 and 1,
269        // which would thrash the layer cache
270        if (mStagingDisplayListData) {
271            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
272                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
273            }
274        }
275        deleteDisplayListData();
276        mDisplayListData = mStagingDisplayListData;
277        mStagingDisplayListData = NULL;
278        if (mDisplayListData) {
279            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
280                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, NULL);
281            }
282        }
283        damageSelf(info);
284    }
285}
286
287void RenderNode::deleteDisplayListData() {
288    if (mDisplayListData) {
289        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
290            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
291        }
292    }
293    delete mDisplayListData;
294    mDisplayListData = NULL;
295}
296
297void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
298    if (subtree) {
299        TextureCache& cache = Caches::getInstance().textureCache;
300        info.out.hasFunctors |= subtree->functors.size();
301        // TODO: Fix ownedBitmapResources to not require disabling prepareTextures
302        // and thus falling out of async drawing path.
303        if (subtree->ownedBitmapResources.size()) {
304            info.prepareTextures = false;
305        }
306        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
307            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
308        }
309        for (size_t i = 0; i < subtree->children().size(); i++) {
310            DrawRenderNodeOp* op = subtree->children()[i];
311            RenderNode* childNode = op->mRenderNode;
312            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
313            childNode->prepareTreeImpl(info);
314            info.damageAccumulator->popTransform();
315        }
316    }
317}
318
319void RenderNode::destroyHardwareResources() {
320    if (mLayer) {
321        LayerRenderer::destroyLayer(mLayer);
322        mLayer = NULL;
323    }
324    if (mDisplayListData) {
325        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
326            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
327        }
328        if (mNeedsDisplayListDataSync) {
329            // Next prepare tree we are going to push a new display list, so we can
330            // drop our current one now
331            deleteDisplayListData();
332        }
333    }
334}
335
336void RenderNode::decParentRefCount() {
337    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
338    mParentCount--;
339    if (!mParentCount) {
340        // If a child of ours is being attached to our parent then this will incorrectly
341        // destroy its hardware resources. However, this situation is highly unlikely
342        // and the failure is "just" that the layer is re-created, so this should
343        // be safe enough
344        destroyHardwareResources();
345    }
346}
347
348/*
349 * For property operations, we pass a savecount of 0, since the operations aren't part of the
350 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
351 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
352 */
353#define PROPERTY_SAVECOUNT 0
354
355template <class T>
356void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
357#if DEBUG_DISPLAY_LIST
358    properties().debugOutputProperties(handler.level() + 1);
359#endif
360    if (properties().getLeft() != 0 || properties().getTop() != 0) {
361        renderer.translate(properties().getLeft(), properties().getTop());
362    }
363    if (properties().getStaticMatrix()) {
364        renderer.concatMatrix(*properties().getStaticMatrix());
365    } else if (properties().getAnimationMatrix()) {
366        renderer.concatMatrix(*properties().getAnimationMatrix());
367    }
368    if (properties().hasTransformMatrix()) {
369        if (properties().isTransformTranslateOnly()) {
370            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
371        } else {
372            renderer.concatMatrix(*properties().getTransformMatrix());
373        }
374    }
375    const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
376    int clipFlags = properties().getClippingFlags();
377    if (properties().getAlpha() < 1) {
378        if (isLayer) {
379            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
380
381            renderer.setOverrideLayerAlpha(properties().getAlpha());
382        } else if (!properties().getHasOverlappingRendering()) {
383            renderer.scaleAlpha(properties().getAlpha());
384        } else {
385            Rect layerBounds(0, 0, getWidth(), getHeight());
386            int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
387            if (clipFlags) {
388                saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
389                properties().getClippingRectForFlags(clipFlags, &layerBounds);
390                clipFlags = 0; // all clipping done by saveLayer
391            }
392
393            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
394                    layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
395                    properties().getAlpha() * 255, saveFlags);
396            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
397        }
398    }
399    if (clipFlags) {
400        Rect clipRect;
401        properties().getClippingRectForFlags(clipFlags, &clipRect);
402        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
403                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
404                SkRegion::kIntersect_Op);
405        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
406    }
407
408    // TODO: support both reveal clip and outline clip simultaneously
409    if (mProperties.getRevealClip().willClip()) {
410        Rect bounds;
411        mProperties.getRevealClip().getBounds(&bounds);
412        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
413    } else if (mProperties.getOutline().willClip()) {
414        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
415    }
416
417}
418
419/**
420 * Apply property-based transformations to input matrix
421 *
422 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
423 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
424 */
425void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
426    if (properties().getLeft() != 0 || properties().getTop() != 0) {
427        matrix.translate(properties().getLeft(), properties().getTop());
428    }
429    if (properties().getStaticMatrix()) {
430        mat4 stat(*properties().getStaticMatrix());
431        matrix.multiply(stat);
432    } else if (properties().getAnimationMatrix()) {
433        mat4 anim(*properties().getAnimationMatrix());
434        matrix.multiply(anim);
435    }
436
437    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
438    if (properties().hasTransformMatrix() || applyTranslationZ) {
439        if (properties().isTransformTranslateOnly()) {
440            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
441                    true3dTransform ? properties().getZ() : 0.0f);
442        } else {
443            if (!true3dTransform) {
444                matrix.multiply(*properties().getTransformMatrix());
445            } else {
446                mat4 true3dMat;
447                true3dMat.loadTranslate(
448                        properties().getPivotX() + properties().getTranslationX(),
449                        properties().getPivotY() + properties().getTranslationY(),
450                        properties().getZ());
451                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
452                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
453                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
454                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
455                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
456
457                matrix.multiply(true3dMat);
458            }
459        }
460    }
461}
462
463/**
464 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
465 *
466 * This should be called before a call to defer() or drawDisplayList()
467 *
468 * Each DisplayList that serves as a 3d root builds its list of composited children,
469 * which are flagged to not draw in the standard draw loop.
470 */
471void RenderNode::computeOrdering() {
472    ATRACE_CALL();
473    mProjectedNodes.clear();
474
475    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
476    // transform properties are applied correctly to top level children
477    if (mDisplayListData == NULL) return;
478    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
479        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
480        childOp->mRenderNode->computeOrderingImpl(childOp,
481                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
482    }
483}
484
485void RenderNode::computeOrderingImpl(
486        DrawRenderNodeOp* opState,
487        const SkPath* outlineOfProjectionSurface,
488        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
489        const mat4* transformFromProjectionSurface) {
490    mProjectedNodes.clear();
491    if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
492
493    // TODO: should avoid this calculation in most cases
494    // TODO: just calculate single matrix, down to all leaf composited elements
495    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
496    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
497
498    if (properties().getProjectBackwards()) {
499        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
500        opState->mSkipInOrderDraw = true;
501        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
502        compositedChildrenOfProjectionSurface->add(opState);
503    } else {
504        // standard in order draw
505        opState->mSkipInOrderDraw = false;
506    }
507
508    if (mDisplayListData->children().size() > 0) {
509        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
510        bool haveAppliedPropertiesToProjection = false;
511        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
512            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
513            RenderNode* child = childOp->mRenderNode;
514
515            const SkPath* projectionOutline = NULL;
516            Vector<DrawRenderNodeOp*>* projectionChildren = NULL;
517            const mat4* projectionTransform = NULL;
518            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
519                // if receiving projections, collect projecting descendent
520
521                // Note that if a direct descendent is projecting backwards, we pass it's
522                // grandparent projection collection, since it shouldn't project onto it's
523                // parent, where it will already be drawing.
524                projectionOutline = properties().getOutline().getPath();
525                projectionChildren = &mProjectedNodes;
526                projectionTransform = &mat4::identity();
527            } else {
528                if (!haveAppliedPropertiesToProjection) {
529                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
530                    haveAppliedPropertiesToProjection = true;
531                }
532                projectionOutline = outlineOfProjectionSurface;
533                projectionChildren = compositedChildrenOfProjectionSurface;
534                projectionTransform = &localTransformFromProjectionSurface;
535            }
536            child->computeOrderingImpl(childOp,
537                    projectionOutline, projectionChildren, projectionTransform);
538        }
539    }
540}
541
542class DeferOperationHandler {
543public:
544    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
545        : mDeferStruct(deferStruct), mLevel(level) {}
546    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
547        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
548    }
549    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
550    inline void startMark(const char* name) {} // do nothing
551    inline void endMark() {}
552    inline int level() { return mLevel; }
553    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
554    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
555
556private:
557    DeferStateStruct& mDeferStruct;
558    const int mLevel;
559};
560
561void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
562    DeferOperationHandler handler(deferStruct, level);
563    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
564}
565
566class ReplayOperationHandler {
567public:
568    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
569        : mReplayStruct(replayStruct), mLevel(level) {}
570    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
571#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
572        mReplayStruct.mRenderer.eventMark(operation->name());
573#endif
574        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
575    }
576    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
577    inline void startMark(const char* name) {
578        mReplayStruct.mRenderer.startMark(name);
579    }
580    inline void endMark() {
581        mReplayStruct.mRenderer.endMark();
582    }
583    inline int level() { return mLevel; }
584    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
585    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
586
587private:
588    ReplayStateStruct& mReplayStruct;
589    const int mLevel;
590};
591
592void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
593    ReplayOperationHandler handler(replayStruct, level);
594    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
595}
596
597void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
598        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
599    if (chunk.beginChildIndex == chunk.endChildIndex) return;
600
601    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
602        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
603        RenderNode* child = childOp->mRenderNode;
604        float childZ = child->properties().getZ();
605
606        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
607            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
608            childOp->mSkipInOrderDraw = true;
609        } else if (!child->properties().getProjectBackwards()) {
610            // regular, in order drawing DisplayList
611            childOp->mSkipInOrderDraw = false;
612        }
613    }
614
615    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
616    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
617}
618
619template <class T>
620void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
621    if (properties().getAlpha() <= 0.0f
622            || properties().getOutline().getAlpha() <= 0.0f
623            || !properties().getOutline().getPath()) {
624        // no shadow to draw
625        return;
626    }
627
628    mat4 shadowMatrixXY(transformFromParent);
629    applyViewPropertyTransforms(shadowMatrixXY);
630
631    // Z matrix needs actual 3d transformation, so mapped z values will be correct
632    mat4 shadowMatrixZ(transformFromParent);
633    applyViewPropertyTransforms(shadowMatrixZ, true);
634
635    const SkPath* casterOutlinePath = properties().getOutline().getPath();
636    const SkPath* revealClipPath = properties().getRevealClip().getPath();
637    if (revealClipPath && revealClipPath->isEmpty()) return;
638
639    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
640
641    const SkPath* outlinePath = casterOutlinePath;
642    if (revealClipPath) {
643        // if we can't simply use the caster's path directly, create a temporary one
644        SkPath* frameAllocatedPath = handler.allocPathForFrame();
645
646        // intersect the outline with the convex reveal clip
647        Op(*casterOutlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
648        outlinePath = frameAllocatedPath;
649    }
650
651    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
652            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
653    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
654}
655
656template <class T>
657int RenderNode::issueOperationsOfNegZChildren(
658        const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
659        OpenGLRenderer& renderer, T& handler) {
660    if (zTranslatedNodes.isEmpty()) return -1;
661
662    // create a save around the body of the ViewGroup's draw method, so that
663    // matrix/clip methods don't affect composited children
664    int shadowSaveCount = renderer.getSaveCount();
665    handler(new (handler.allocator()) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
666            PROPERTY_SAVECOUNT, properties().getClipToBounds());
667
668    issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
669    return shadowSaveCount;
670}
671
672template <class T>
673void RenderNode::issueOperationsOfPosZChildren(int shadowRestoreTo,
674        const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
675        OpenGLRenderer& renderer, T& handler) {
676    if (zTranslatedNodes.isEmpty()) return;
677
678    LOG_ALWAYS_FATAL_IF(shadowRestoreTo < 0, "invalid save to restore to");
679    handler(new (handler.allocator()) RestoreToCountOp(shadowRestoreTo),
680            PROPERTY_SAVECOUNT, properties().getClipToBounds());
681    renderer.setOverrideLayerAlpha(1.0f);
682
683    issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
684}
685
686#define SHADOW_DELTA 0.1f
687
688template <class T>
689void RenderNode::issueOperationsOf3dChildren(const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
690        ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler) {
691    const int size = zTranslatedNodes.size();
692    if (size == 0
693            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
694            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
695        // no 3d children to draw
696        return;
697    }
698
699    /**
700     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
701     * with very similar Z heights to draw together.
702     *
703     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
704     * underneath both, and neither's shadow is drawn on top of the other.
705     */
706    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
707    size_t drawIndex, shadowIndex, endIndex;
708    if (mode == kNegativeZChildren) {
709        drawIndex = 0;
710        endIndex = nonNegativeIndex;
711        shadowIndex = endIndex; // draw no shadows
712    } else {
713        drawIndex = nonNegativeIndex;
714        endIndex = size;
715        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
716    }
717
718    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
719            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
720
721    float lastCasterZ = 0.0f;
722    while (shadowIndex < endIndex || drawIndex < endIndex) {
723        if (shadowIndex < endIndex) {
724            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
725            RenderNode* caster = casterOp->mRenderNode;
726            const float casterZ = zTranslatedNodes[shadowIndex].key;
727            // attempt to render the shadow if the caster about to be drawn is its caster,
728            // OR if its caster's Z value is similar to the previous potential caster
729            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
730                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
731
732                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
733                shadowIndex++;
734                continue;
735            }
736        }
737
738        // only the actual child DL draw needs to be in save/restore,
739        // since it modifies the renderer's matrix
740        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
741
742        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
743        RenderNode* child = childOp->mRenderNode;
744
745        renderer.concatMatrix(childOp->mTransformFromParent);
746        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
747        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
748        childOp->mSkipInOrderDraw = true;
749
750        renderer.restoreToCount(restoreTo);
751        drawIndex++;
752    }
753}
754
755template <class T>
756void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
757    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
758    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
759    int restoreTo = renderer.getSaveCount();
760
761    LinearAllocator& alloc = handler.allocator();
762    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
763            PROPERTY_SAVECOUNT, properties().getClipToBounds());
764
765    // Transform renderer to match background we're projecting onto
766    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
767    const DisplayListOp* op =
768            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
769    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
770    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
771    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
772
773    // If the projection reciever has an outline, we mask each of the projected rendernodes to it
774    // Either with clipRect, or special saveLayer masking
775    if (projectionReceiverOutline != NULL) {
776        const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
777        if (projectionReceiverOutline->isRect(NULL)) {
778            // mask to the rect outline simply with clipRect
779            ClipRectOp* clipOp = new (alloc) ClipRectOp(
780                    outlineBounds.left(), outlineBounds.top(),
781                    outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
782            handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
783        } else {
784            // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
785            SaveLayerOp* op = new (alloc) SaveLayerOp(
786                    outlineBounds.left(), outlineBounds.top(),
787                    outlineBounds.right(), outlineBounds.bottom(),
788                    255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
789            op->setMask(projectionReceiverOutline);
790            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
791
792            /* TODO: add optimizations here to take advantage of placement/size of projected
793             * children (which may shrink saveLayer area significantly). This is dependent on
794             * passing actual drawing/dirtying bounds of projected content down to native.
795             */
796        }
797    }
798
799    // draw projected nodes
800    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
801        DrawRenderNodeOp* childOp = mProjectedNodes[i];
802
803        // matrix save, concat, and restore can be done safely without allocating operations
804        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
805        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
806        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
807        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
808        childOp->mSkipInOrderDraw = true;
809        renderer.restoreToCount(restoreTo);
810    }
811
812    if (projectionReceiverOutline != NULL) {
813        handler(new (alloc) RestoreToCountOp(restoreTo),
814                PROPERTY_SAVECOUNT, properties().getClipToBounds());
815    }
816}
817
818/**
819 * This function serves both defer and replay modes, and will organize the displayList's component
820 * operations for a single frame:
821 *
822 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
823 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
824 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
825 * defer vs replay logic, per operation
826 */
827template <class T>
828void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
829    const int level = handler.level();
830    if (mDisplayListData->isEmpty()) {
831        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
832        return;
833    }
834
835    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer));
836    // If we are updating the contents of mLayer, we don't want to apply any of
837    // the RenderNode's properties to this issueOperations pass. Those will all
838    // be applied when the layer is drawn, aka when this is true.
839    const bool useViewProperties = (!mLayer || drawLayer);
840    if (useViewProperties) {
841        const Outline& outline = properties().getOutline();
842        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
843            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
844            return;
845        }
846    }
847
848    handler.startMark(getName());
849
850#if DEBUG_DISPLAY_LIST
851    const Rect& clipRect = renderer.getLocalClipBounds();
852    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
853            level * 2, "", this, getName(),
854            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
855#endif
856
857    LinearAllocator& alloc = handler.allocator();
858    int restoreTo = renderer.getSaveCount();
859    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
860            PROPERTY_SAVECOUNT, properties().getClipToBounds());
861
862    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
863            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
864
865    if (useViewProperties) {
866        setViewProperties<T>(renderer, handler);
867    }
868
869    bool quickRejected = properties().getClipToBounds()
870            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
871    if (!quickRejected) {
872        if (drawLayer) {
873            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
874                    renderer.getSaveCount() - 1, properties().getClipToBounds());
875        } else {
876            DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
877            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
878                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
879
880                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
881                buildZSortedChildList(chunk, zTranslatedNodes);
882
883                // for 3d root, draw children with negative z values
884                int shadowRestoreTo = issueOperationsOfNegZChildren(zTranslatedNodes,
885                        renderer, handler);
886                const int saveCountOffset = renderer.getSaveCount() - 1;
887                const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
888
889                for (int opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
890                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
891#if DEBUG_DISPLAY_LIST
892                    op->output(level + 1);
893#endif
894                    logBuffer.writeCommand(level, op->name());
895                    handler(op, saveCountOffset, properties().getClipToBounds());
896
897                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && opIndex == projectionReceiveIndex)) {
898                        issueOperationsOfProjectedChildren(renderer, handler);
899                    }
900                }
901
902                // for 3d root, draw children with positive z values
903                issueOperationsOfPosZChildren(shadowRestoreTo, zTranslatedNodes, renderer, handler);
904            }
905        }
906    }
907
908    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
909    handler(new (alloc) RestoreToCountOp(restoreTo),
910            PROPERTY_SAVECOUNT, properties().getClipToBounds());
911    renderer.setOverrideLayerAlpha(1.0f);
912
913    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
914    handler.endMark();
915}
916
917} /* namespace uirenderer */
918} /* namespace android */
919