RenderNode.cpp revision 8df5ffa9ae0667d9e0241adf4675753156fcef84
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)", (level - 1) * 2, "", this, 87 getName(), 88 (properties().hasShadow() ? ", casting shadow" : ""), 89 (isRenderable() ? "" : ", empty"), 90 (mLayer != nullptr ? ", on HW Layer" : "")); 91 ALOGD("%*s%s %d", level * 2, "", "Save", 92 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 93 94 properties().debugOutputProperties(level); 95 int flags = DisplayListOp::kOpLogFlag_Recurse; 96 if (mDisplayListData) { 97 // TODO: consider printing the chunk boundaries here 98 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { 99 mDisplayListData->displayListOps[i]->output(level, flags); 100 } 101 } 102 103 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); 104} 105 106int RenderNode::getDebugSize() { 107 int size = sizeof(RenderNode); 108 if (mStagingDisplayListData) { 109 size += mStagingDisplayListData->getUsedSize(); 110 } 111 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { 112 size += mDisplayListData->getUsedSize(); 113 } 114 return size; 115} 116 117void RenderNode::prepareTree(TreeInfo& info) { 118 ATRACE_CALL(); 119 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); 120 121 prepareTreeImpl(info); 122} 123 124void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { 125 mAnimatorManager.addAnimator(animator); 126} 127 128void RenderNode::damageSelf(TreeInfo& info) { 129 if (isRenderable()) { 130 if (properties().getClipDamageToBounds()) { 131 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight()); 132 } else { 133 // Hope this is big enough? 134 // TODO: Get this from the display list ops or something 135 info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX); 136 } 137 } 138} 139 140void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) { 141 LayerType layerType = properties().effectiveLayerType(); 142 if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { 143 // Damage applied so far needs to affect our parent, but does not require 144 // the layer to be updated. So we pop/push here to clear out the current 145 // damage and get a clean state for display list or children updates to 146 // affect, which will require the layer to be updated 147 info.damageAccumulator->popTransform(); 148 info.damageAccumulator->pushTransform(this); 149 if (dirtyMask & DISPLAY_LIST) { 150 damageSelf(info); 151 } 152 } 153} 154 155void RenderNode::pushLayerUpdate(TreeInfo& info) { 156 LayerType layerType = properties().effectiveLayerType(); 157 // If we are not a layer OR we cannot be rendered (eg, view was detached) 158 // we need to destroy any Layers we may have had previously 159 if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) { 160 if (CC_UNLIKELY(mLayer)) { 161 LayerRenderer::destroyLayer(mLayer); 162 mLayer = nullptr; 163 } 164 return; 165 } 166 167 bool transformUpdateNeeded = false; 168 if (!mLayer) { 169 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); 170 applyLayerPropertiesToLayer(info); 171 damageSelf(info); 172 transformUpdateNeeded = true; 173 } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) { 174 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { 175 LayerRenderer::destroyLayer(mLayer); 176 mLayer = nullptr; 177 } 178 damageSelf(info); 179 transformUpdateNeeded = true; 180 } 181 182 SkRect dirty; 183 info.damageAccumulator->peekAtDirty(&dirty); 184 185 if (!mLayer) { 186 Caches::getInstance().dumpMemoryUsage(); 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(&dirty); 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 if (CC_UNLIKELY(info.canvasContext)) { 213 // If canvasContext is not null that means there are prefetched layers 214 // that need to be accounted for. That might be us, so tell CanvasContext 215 // that this layer is in the tree and should not be destroyed. 216 info.canvasContext->markLayerInUse(this); 217 } 218} 219 220void RenderNode::prepareTreeImpl(TreeInfo& info) { 221 info.damageAccumulator->pushTransform(this); 222 223 if (info.mode == TreeInfo::MODE_FULL) { 224 pushStagingPropertiesChanges(info); 225 } 226 uint32_t animatorDirtyMask = 0; 227 if (CC_LIKELY(info.runAnimations)) { 228 animatorDirtyMask = mAnimatorManager.animate(info); 229 } 230 prepareLayer(info, animatorDirtyMask); 231 if (info.mode == TreeInfo::MODE_FULL) { 232 pushStagingDisplayListChanges(info); 233 } 234 prepareSubTree(info, mDisplayListData); 235 pushLayerUpdate(info); 236 237 info.damageAccumulator->popTransform(); 238} 239 240void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { 241 // Push the animators first so that setupStartValueIfNecessary() is called 242 // before properties() is trampled by stagingProperties(), as they are 243 // required by some animators. 244 if (CC_LIKELY(info.runAnimations)) { 245 mAnimatorManager.pushStaging(); 246 } 247 if (mDirtyPropertyFields) { 248 mDirtyPropertyFields = 0; 249 damageSelf(info); 250 info.damageAccumulator->popTransform(); 251 mProperties = mStagingProperties; 252 applyLayerPropertiesToLayer(info); 253 // We could try to be clever and only re-damage if the matrix changed. 254 // However, we don't need to worry about that. The cost of over-damaging 255 // here is only going to be a single additional map rect of this node 256 // plus a rect join(). The parent's transform (and up) will only be 257 // performed once. 258 info.damageAccumulator->pushTransform(this); 259 damageSelf(info); 260 } 261} 262 263void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) { 264 if (CC_LIKELY(!mLayer)) return; 265 266 const LayerProperties& props = properties().layerProperties(); 267 mLayer->setAlpha(props.alpha(), props.xferMode()); 268 mLayer->setColorFilter(props.colorFilter()); 269 mLayer->setBlend(props.needsBlending()); 270} 271 272void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { 273 if (mNeedsDisplayListDataSync) { 274 mNeedsDisplayListDataSync = false; 275 // Make sure we inc first so that we don't fluctuate between 0 and 1, 276 // which would thrash the layer cache 277 if (mStagingDisplayListData) { 278 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { 279 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); 280 } 281 } 282 // Damage with the old display list first then the new one to catch any 283 // changes in isRenderable or, in the future, bounds 284 damageSelf(info); 285 deleteDisplayListData(); 286 // TODO: Remove this caches stuff 287 if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { 288 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); 289 } 290 mDisplayListData = mStagingDisplayListData; 291 mStagingDisplayListData = nullptr; 292 if (mDisplayListData) { 293 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { 294 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); 295 } 296 } 297 damageSelf(info); 298 } 299} 300 301void RenderNode::deleteDisplayListData() { 302 if (mDisplayListData) { 303 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 304 mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); 305 } 306 if (mDisplayListData->functors.size()) { 307 Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); 308 } 309 } 310 delete mDisplayListData; 311 mDisplayListData = nullptr; 312} 313 314void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) { 315 if (subtree) { 316 TextureCache& cache = Caches::getInstance().textureCache; 317 info.out.hasFunctors |= subtree->functors.size(); 318 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { 319 info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]); 320 } 321 for (size_t i = 0; i < subtree->children().size(); i++) { 322 DrawRenderNodeOp* op = subtree->children()[i]; 323 RenderNode* childNode = op->mRenderNode; 324 info.damageAccumulator->pushTransform(&op->mTransformFromParent); 325 childNode->prepareTreeImpl(info); 326 info.damageAccumulator->popTransform(); 327 } 328 } 329} 330 331void RenderNode::destroyHardwareResources() { 332 if (mLayer) { 333 LayerRenderer::destroyLayer(mLayer); 334 mLayer = nullptr; 335 } 336 if (mDisplayListData) { 337 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 338 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); 339 } 340 if (mNeedsDisplayListDataSync) { 341 // Next prepare tree we are going to push a new display list, so we can 342 // drop our current one now 343 deleteDisplayListData(); 344 } 345 } 346} 347 348void RenderNode::decParentRefCount() { 349 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); 350 mParentCount--; 351 if (!mParentCount) { 352 // If a child of ours is being attached to our parent then this will incorrectly 353 // destroy its hardware resources. However, this situation is highly unlikely 354 // and the failure is "just" that the layer is re-created, so this should 355 // be safe enough 356 destroyHardwareResources(); 357 } 358} 359 360/* 361 * For property operations, we pass a savecount of 0, since the operations aren't part of the 362 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in 363 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) 364 */ 365#define PROPERTY_SAVECOUNT 0 366 367template <class T> 368void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { 369#if DEBUG_DISPLAY_LIST 370 properties().debugOutputProperties(handler.level() + 1); 371#endif 372 if (properties().getLeft() != 0 || properties().getTop() != 0) { 373 renderer.translate(properties().getLeft(), properties().getTop()); 374 } 375 if (properties().getStaticMatrix()) { 376 renderer.concatMatrix(*properties().getStaticMatrix()); 377 } else if (properties().getAnimationMatrix()) { 378 renderer.concatMatrix(*properties().getAnimationMatrix()); 379 } 380 if (properties().hasTransformMatrix()) { 381 if (properties().isTransformTranslateOnly()) { 382 renderer.translate(properties().getTranslationX(), properties().getTranslationY()); 383 } else { 384 renderer.concatMatrix(*properties().getTransformMatrix()); 385 } 386 } 387 const bool isLayer = properties().effectiveLayerType() != LayerType::None; 388 int clipFlags = properties().getClippingFlags(); 389 if (properties().getAlpha() < 1) { 390 if (isLayer) { 391 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer 392 } 393 LOG_ALWAYS_FATAL_IF(!isLayer && properties().getHasOverlappingRendering()); 394 renderer.scaleAlpha(properties().getAlpha()); 395 } 396 if (clipFlags) { 397 Rect clipRect; 398 properties().getClippingRectForFlags(clipFlags, &clipRect); 399 ClipRectOp* op = new (handler.allocator()) ClipRectOp( 400 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, 401 SkRegion::kIntersect_Op); 402 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 403 } 404 405 // TODO: support nesting round rect clips 406 if (mProperties.getRevealClip().willClip()) { 407 Rect bounds; 408 mProperties.getRevealClip().getBounds(&bounds); 409 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); 410 } else if (mProperties.getOutline().willClip()) { 411 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); 412 } 413} 414 415/** 416 * Apply property-based transformations to input matrix 417 * 418 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 419 * matrix computation instead of the Skia 3x3 matrix + camera hackery. 420 */ 421void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { 422 if (properties().getLeft() != 0 || properties().getTop() != 0) { 423 matrix.translate(properties().getLeft(), properties().getTop()); 424 } 425 if (properties().getStaticMatrix()) { 426 mat4 stat(*properties().getStaticMatrix()); 427 matrix.multiply(stat); 428 } else if (properties().getAnimationMatrix()) { 429 mat4 anim(*properties().getAnimationMatrix()); 430 matrix.multiply(anim); 431 } 432 433 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); 434 if (properties().hasTransformMatrix() || applyTranslationZ) { 435 if (properties().isTransformTranslateOnly()) { 436 matrix.translate(properties().getTranslationX(), properties().getTranslationY(), 437 true3dTransform ? properties().getZ() : 0.0f); 438 } else { 439 if (!true3dTransform) { 440 matrix.multiply(*properties().getTransformMatrix()); 441 } else { 442 mat4 true3dMat; 443 true3dMat.loadTranslate( 444 properties().getPivotX() + properties().getTranslationX(), 445 properties().getPivotY() + properties().getTranslationY(), 446 properties().getZ()); 447 true3dMat.rotate(properties().getRotationX(), 1, 0, 0); 448 true3dMat.rotate(properties().getRotationY(), 0, 1, 0); 449 true3dMat.rotate(properties().getRotation(), 0, 0, 1); 450 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); 451 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); 452 453 matrix.multiply(true3dMat); 454 } 455 } 456 } 457} 458 459/** 460 * Organizes the DisplayList hierarchy to prepare for background projection reordering. 461 * 462 * This should be called before a call to defer() or drawDisplayList() 463 * 464 * Each DisplayList that serves as a 3d root builds its list of composited children, 465 * which are flagged to not draw in the standard draw loop. 466 */ 467void RenderNode::computeOrdering() { 468 ATRACE_CALL(); 469 mProjectedNodes.clear(); 470 471 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that 472 // transform properties are applied correctly to top level children 473 if (mDisplayListData == nullptr) return; 474 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 475 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 476 childOp->mRenderNode->computeOrderingImpl(childOp, 477 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); 478 } 479} 480 481void RenderNode::computeOrderingImpl( 482 DrawRenderNodeOp* opState, 483 const SkPath* outlineOfProjectionSurface, 484 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, 485 const mat4* transformFromProjectionSurface) { 486 mProjectedNodes.clear(); 487 if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return; 488 489 // TODO: should avoid this calculation in most cases 490 // TODO: just calculate single matrix, down to all leaf composited elements 491 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); 492 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent); 493 494 if (properties().getProjectBackwards()) { 495 // composited projectee, flag for out of order draw, save matrix, and store in proj surface 496 opState->mSkipInOrderDraw = true; 497 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); 498 compositedChildrenOfProjectionSurface->add(opState); 499 } else { 500 // standard in order draw 501 opState->mSkipInOrderDraw = false; 502 } 503 504 if (mDisplayListData->children().size() > 0) { 505 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; 506 bool haveAppliedPropertiesToProjection = false; 507 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 508 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 509 RenderNode* child = childOp->mRenderNode; 510 511 const SkPath* projectionOutline = nullptr; 512 Vector<DrawRenderNodeOp*>* projectionChildren = nullptr; 513 const mat4* projectionTransform = nullptr; 514 if (isProjectionReceiver && !child->properties().getProjectBackwards()) { 515 // if receiving projections, collect projecting descendent 516 517 // Note that if a direct descendent is projecting backwards, we pass it's 518 // grandparent projection collection, since it shouldn't project onto it's 519 // parent, where it will already be drawing. 520 projectionOutline = properties().getOutline().getPath(); 521 projectionChildren = &mProjectedNodes; 522 projectionTransform = &mat4::identity(); 523 } else { 524 if (!haveAppliedPropertiesToProjection) { 525 applyViewPropertyTransforms(localTransformFromProjectionSurface); 526 haveAppliedPropertiesToProjection = true; 527 } 528 projectionOutline = outlineOfProjectionSurface; 529 projectionChildren = compositedChildrenOfProjectionSurface; 530 projectionTransform = &localTransformFromProjectionSurface; 531 } 532 child->computeOrderingImpl(childOp, 533 projectionOutline, projectionChildren, projectionTransform); 534 } 535 } 536} 537 538class DeferOperationHandler { 539public: 540 DeferOperationHandler(DeferStateStruct& deferStruct, int level) 541 : mDeferStruct(deferStruct), mLevel(level) {} 542 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 543 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); 544 } 545 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } 546 inline void startMark(const char* name) {} // do nothing 547 inline void endMark() {} 548 inline int level() { return mLevel; } 549 inline int replayFlags() { return mDeferStruct.mReplayFlags; } 550 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } 551 552private: 553 DeferStateStruct& mDeferStruct; 554 const int mLevel; 555}; 556 557void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { 558 DeferOperationHandler handler(deferStruct, level); 559 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); 560} 561 562class ReplayOperationHandler { 563public: 564 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) 565 : mReplayStruct(replayStruct), mLevel(level) {} 566 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 567#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS 568 mReplayStruct.mRenderer.eventMark(operation->name()); 569#endif 570 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); 571 } 572 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } 573 inline void startMark(const char* name) { 574 mReplayStruct.mRenderer.startMark(name); 575 } 576 inline void endMark() { 577 mReplayStruct.mRenderer.endMark(); 578 } 579 inline int level() { return mLevel; } 580 inline int replayFlags() { return mReplayStruct.mReplayFlags; } 581 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } 582 583private: 584 ReplayStateStruct& mReplayStruct; 585 const int mLevel; 586}; 587 588void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { 589 ReplayOperationHandler handler(replayStruct, level); 590 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); 591} 592 593void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, 594 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { 595 if (chunk.beginChildIndex == chunk.endChildIndex) return; 596 597 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { 598 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 599 RenderNode* child = childOp->mRenderNode; 600 float childZ = child->properties().getZ(); 601 602 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { 603 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); 604 childOp->mSkipInOrderDraw = true; 605 } else if (!child->properties().getProjectBackwards()) { 606 // regular, in order drawing DisplayList 607 childOp->mSkipInOrderDraw = false; 608 } 609 } 610 611 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) 612 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); 613} 614 615template <class T> 616void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { 617 if (properties().getAlpha() <= 0.0f 618 || properties().getOutline().getAlpha() <= 0.0f 619 || !properties().getOutline().getPath()) { 620 // no shadow to draw 621 return; 622 } 623 624 mat4 shadowMatrixXY(transformFromParent); 625 applyViewPropertyTransforms(shadowMatrixXY); 626 627 // Z matrix needs actual 3d transformation, so mapped z values will be correct 628 mat4 shadowMatrixZ(transformFromParent); 629 applyViewPropertyTransforms(shadowMatrixZ, true); 630 631 const SkPath* casterOutlinePath = properties().getOutline().getPath(); 632 const SkPath* revealClipPath = properties().getRevealClip().getPath(); 633 if (revealClipPath && revealClipPath->isEmpty()) return; 634 635 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); 636 637 638 // holds temporary SkPath to store the result of intersections 639 SkPath* frameAllocatedPath = nullptr; 640 const SkPath* outlinePath = casterOutlinePath; 641 642 // intersect the outline with the reveal clip, if present 643 if (revealClipPath) { 644 frameAllocatedPath = handler.allocPathForFrame(); 645 646 Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); 647 outlinePath = frameAllocatedPath; 648 } 649 650 // intersect the outline with the clipBounds, if present 651 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { 652 if (!frameAllocatedPath) { 653 frameAllocatedPath = handler.allocPathForFrame(); 654 } 655 656 Rect clipBounds; 657 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); 658 SkPath clipBoundsPath; 659 clipBoundsPath.addRect(clipBounds.left, clipBounds.top, 660 clipBounds.right, clipBounds.bottom); 661 662 Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); 663 outlinePath = frameAllocatedPath; 664 } 665 666 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( 667 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); 668 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 669} 670 671#define SHADOW_DELTA 0.1f 672 673template <class T> 674void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, 675 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, 676 OpenGLRenderer& renderer, T& handler) { 677 const int size = zTranslatedNodes.size(); 678 if (size == 0 679 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) 680 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { 681 // no 3d children to draw 682 return; 683 } 684 685 // Apply the base transform of the parent of the 3d children. This isolates 686 // 3d children of the current chunk from transformations made in previous chunks. 687 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 688 renderer.setMatrix(initialTransform); 689 690 /** 691 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters 692 * with very similar Z heights to draw together. 693 * 694 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are 695 * underneath both, and neither's shadow is drawn on top of the other. 696 */ 697 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); 698 size_t drawIndex, shadowIndex, endIndex; 699 if (mode == kNegativeZChildren) { 700 drawIndex = 0; 701 endIndex = nonNegativeIndex; 702 shadowIndex = endIndex; // draw no shadows 703 } else { 704 drawIndex = nonNegativeIndex; 705 endIndex = size; 706 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child 707 } 708 709 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", 710 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); 711 712 float lastCasterZ = 0.0f; 713 while (shadowIndex < endIndex || drawIndex < endIndex) { 714 if (shadowIndex < endIndex) { 715 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; 716 RenderNode* caster = casterOp->mRenderNode; 717 const float casterZ = zTranslatedNodes[shadowIndex].key; 718 // attempt to render the shadow if the caster about to be drawn is its caster, 719 // OR if its caster's Z value is similar to the previous potential caster 720 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { 721 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); 722 723 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow 724 shadowIndex++; 725 continue; 726 } 727 } 728 729 // only the actual child DL draw needs to be in save/restore, 730 // since it modifies the renderer's matrix 731 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 732 733 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; 734 735 renderer.concatMatrix(childOp->mTransformFromParent); 736 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 737 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 738 childOp->mSkipInOrderDraw = true; 739 740 renderer.restoreToCount(restoreTo); 741 drawIndex++; 742 } 743 renderer.restoreToCount(rootRestoreTo); 744} 745 746template <class T> 747void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { 748 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); 749 const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); 750 int restoreTo = renderer.getSaveCount(); 751 752 LinearAllocator& alloc = handler.allocator(); 753 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 754 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 755 756 // Transform renderer to match background we're projecting onto 757 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) 758 const DisplayListOp* op = 759 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); 760 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); 761 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); 762 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); 763 764 // If the projection reciever has an outline, we mask each of the projected rendernodes to it 765 // Either with clipRect, or special saveLayer masking 766 if (projectionReceiverOutline != nullptr) { 767 const SkRect& outlineBounds = projectionReceiverOutline->getBounds(); 768 if (projectionReceiverOutline->isRect(nullptr)) { 769 // mask to the rect outline simply with clipRect 770 ClipRectOp* clipOp = new (alloc) ClipRectOp( 771 outlineBounds.left(), outlineBounds.top(), 772 outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op); 773 handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 774 } else { 775 // wrap the projected RenderNodes with a SaveLayer that will mask to the outline 776 SaveLayerOp* op = new (alloc) SaveLayerOp( 777 outlineBounds.left(), outlineBounds.top(), 778 outlineBounds.right(), outlineBounds.bottom(), 779 255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag); 780 op->setMask(projectionReceiverOutline); 781 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 782 783 /* TODO: add optimizations here to take advantage of placement/size of projected 784 * children (which may shrink saveLayer area significantly). This is dependent on 785 * passing actual drawing/dirtying bounds of projected content down to native. 786 */ 787 } 788 } 789 790 // draw projected nodes 791 for (size_t i = 0; i < mProjectedNodes.size(); i++) { 792 DrawRenderNodeOp* childOp = mProjectedNodes[i]; 793 794 // matrix save, concat, and restore can be done safely without allocating operations 795 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 796 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); 797 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 798 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 799 childOp->mSkipInOrderDraw = true; 800 renderer.restoreToCount(restoreTo); 801 } 802 803 if (projectionReceiverOutline != nullptr) { 804 handler(new (alloc) RestoreToCountOp(restoreTo), 805 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 806 } 807} 808 809/** 810 * This function serves both defer and replay modes, and will organize the displayList's component 811 * operations for a single frame: 812 * 813 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of 814 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom 815 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the 816 * defer vs replay logic, per operation 817 */ 818template <class T> 819void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { 820 if (mDisplayListData->isEmpty()) { 821 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName()); 822 return; 823 } 824 825 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); 826 // If we are updating the contents of mLayer, we don't want to apply any of 827 // the RenderNode's properties to this issueOperations pass. Those will all 828 // be applied when the layer is drawn, aka when this is true. 829 const bool useViewProperties = (!mLayer || drawLayer); 830 if (useViewProperties) { 831 const Outline& outline = properties().getOutline(); 832 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { 833 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName()); 834 return; 835 } 836 } 837 838 handler.startMark(getName()); 839 840#if DEBUG_DISPLAY_LIST 841 const Rect& clipRect = renderer.getLocalClipBounds(); 842 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", 843 handler.level() * 2, "", this, getName(), 844 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); 845#endif 846 847 LinearAllocator& alloc = handler.allocator(); 848 int restoreTo = renderer.getSaveCount(); 849 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 850 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 851 852 DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "", 853 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); 854 855 if (useViewProperties) { 856 setViewProperties<T>(renderer, handler); 857 } 858 859 bool quickRejected = properties().getClipToBounds() 860 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); 861 if (!quickRejected) { 862 Matrix4 initialTransform(*(renderer.currentTransform())); 863 864 if (drawLayer) { 865 handler(new (alloc) DrawLayerOp(mLayer, 0, 0), 866 renderer.getSaveCount() - 1, properties().getClipToBounds()); 867 } else { 868 const int saveCountOffset = renderer.getSaveCount() - 1; 869 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; 870 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { 871 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; 872 873 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; 874 buildZSortedChildList(chunk, zTranslatedNodes); 875 876 issueOperationsOf3dChildren(kNegativeZChildren, 877 initialTransform, zTranslatedNodes, renderer, handler); 878 879 880 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { 881 DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; 882#if DEBUG_DISPLAY_LIST 883 op->output(handler.level() + 1); 884#endif 885 handler(op, saveCountOffset, properties().getClipToBounds()); 886 887 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && 888 opIndex == static_cast<size_t>(projectionReceiveIndex))) { 889 issueOperationsOfProjectedChildren(renderer, handler); 890 } 891 } 892 893 issueOperationsOf3dChildren(kPositiveZChildren, 894 initialTransform, zTranslatedNodes, renderer, handler); 895 } 896 } 897 } 898 899 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo); 900 handler(new (alloc) RestoreToCountOp(restoreTo), 901 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 902 903 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName()); 904 handler.endMark(); 905} 906 907} /* namespace uirenderer */ 908} /* namespace android */ 909