RenderNode.cpp revision a766cb2bce5db9108c0266fbebea6aa18d5713ff
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%s)", (level - 1) * 2, "", this, 87 getName(), 88 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), 89 (properties().hasShadow() ? ", casting shadow" : ""), 90 (isRenderable() ? "" : ", empty"), 91 (properties().getProjectBackwards() ? ", projected" : ""), 92 (mLayer != nullptr ? ", on HW Layer" : "")); 93 ALOGD("%*s%s %d", level * 2, "", "Save", 94 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 95 96 properties().debugOutputProperties(level); 97 int flags = DisplayListOp::kOpLogFlag_Recurse; 98 if (mDisplayListData) { 99 // TODO: consider printing the chunk boundaries here 100 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { 101 mDisplayListData->displayListOps[i]->output(level, flags); 102 } 103 } 104 105 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); 106} 107 108int RenderNode::getDebugSize() { 109 int size = sizeof(RenderNode); 110 if (mStagingDisplayListData) { 111 size += mStagingDisplayListData->getUsedSize(); 112 } 113 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { 114 size += mDisplayListData->getUsedSize(); 115 } 116 return size; 117} 118 119void RenderNode::prepareTree(TreeInfo& info) { 120 ATRACE_CALL(); 121 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); 122 123 // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer. 124 bool functorsNeedLayer = Properties::debugOverdraw; 125 126 prepareTreeImpl(info, functorsNeedLayer); 127} 128 129void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { 130 mAnimatorManager.addAnimator(animator); 131} 132 133void RenderNode::damageSelf(TreeInfo& info) { 134 if (isRenderable()) { 135 if (properties().getClipDamageToBounds()) { 136 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight()); 137 } else { 138 // Hope this is big enough? 139 // TODO: Get this from the display list ops or something 140 info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX); 141 } 142 } 143} 144 145void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) { 146 LayerType layerType = properties().effectiveLayerType(); 147 if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { 148 // Damage applied so far needs to affect our parent, but does not require 149 // the layer to be updated. So we pop/push here to clear out the current 150 // damage and get a clean state for display list or children updates to 151 // affect, which will require the layer to be updated 152 info.damageAccumulator->popTransform(); 153 info.damageAccumulator->pushTransform(this); 154 if (dirtyMask & DISPLAY_LIST) { 155 damageSelf(info); 156 } 157 } 158} 159 160void RenderNode::pushLayerUpdate(TreeInfo& info) { 161 LayerType layerType = properties().effectiveLayerType(); 162 // If we are not a layer OR we cannot be rendered (eg, view was detached) 163 // we need to destroy any Layers we may have had previously 164 if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) { 165 if (CC_UNLIKELY(mLayer)) { 166 LayerRenderer::destroyLayer(mLayer); 167 mLayer = nullptr; 168 } 169 return; 170 } 171 172 bool transformUpdateNeeded = false; 173 if (!mLayer) { 174 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); 175 applyLayerPropertiesToLayer(info); 176 damageSelf(info); 177 transformUpdateNeeded = true; 178 } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) { 179 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { 180 LayerRenderer::destroyLayer(mLayer); 181 mLayer = nullptr; 182 } 183 damageSelf(info); 184 transformUpdateNeeded = true; 185 } 186 187 SkRect dirty; 188 info.damageAccumulator->peekAtDirty(&dirty); 189 190 if (!mLayer) { 191 Caches::getInstance().dumpMemoryUsage(); 192 if (info.errorHandler) { 193 std::string msg = "Unable to create layer for "; 194 msg += getName(); 195 info.errorHandler->onError(msg); 196 } 197 return; 198 } 199 200 if (transformUpdateNeeded) { 201 // update the transform in window of the layer to reset its origin wrt light source position 202 Matrix4 windowTransform; 203 info.damageAccumulator->computeCurrentTransform(&windowTransform); 204 mLayer->setWindowTransform(windowTransform); 205 } 206 207 if (dirty.intersect(0, 0, getWidth(), getHeight())) { 208 dirty.roundOut(&dirty); 209 mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom); 210 } 211 // This is not inside the above if because we may have called 212 // updateDeferred on a previous prepare pass that didn't have a renderer 213 if (info.renderer && mLayer->deferredUpdateScheduled) { 214 info.renderer->pushLayerUpdate(mLayer); 215 } 216 217 if (CC_UNLIKELY(info.canvasContext)) { 218 // If canvasContext is not null that means there are prefetched layers 219 // that need to be accounted for. That might be us, so tell CanvasContext 220 // that this layer is in the tree and should not be destroyed. 221 info.canvasContext->markLayerInUse(this); 222 } 223} 224 225/** 226 * Traverse down the the draw tree to prepare for a frame. 227 * 228 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven 229 * 230 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the 231 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer. 232 */ 233void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) { 234 info.damageAccumulator->pushTransform(this); 235 236 if (info.mode == TreeInfo::MODE_FULL) { 237 pushStagingPropertiesChanges(info); 238 } 239 uint32_t animatorDirtyMask = 0; 240 if (CC_LIKELY(info.runAnimations)) { 241 animatorDirtyMask = mAnimatorManager.animate(info); 242 } 243 244 bool willHaveFunctor = info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData 245 ? !mStagingDisplayListData->functors.isEmpty() : !mDisplayListData->functors.isEmpty(); 246 bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( 247 willHaveFunctor, functorsNeedLayer); 248 249 prepareLayer(info, animatorDirtyMask); 250 if (info.mode == TreeInfo::MODE_FULL) { 251 pushStagingDisplayListChanges(info); 252 } 253 prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData); 254 pushLayerUpdate(info); 255 256 info.damageAccumulator->popTransform(); 257} 258 259void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { 260 // Push the animators first so that setupStartValueIfNecessary() is called 261 // before properties() is trampled by stagingProperties(), as they are 262 // required by some animators. 263 if (CC_LIKELY(info.runAnimations)) { 264 mAnimatorManager.pushStaging(); 265 } 266 if (mDirtyPropertyFields) { 267 mDirtyPropertyFields = 0; 268 damageSelf(info); 269 info.damageAccumulator->popTransform(); 270 mProperties = mStagingProperties; 271 applyLayerPropertiesToLayer(info); 272 // We could try to be clever and only re-damage if the matrix changed. 273 // However, we don't need to worry about that. The cost of over-damaging 274 // here is only going to be a single additional map rect of this node 275 // plus a rect join(). The parent's transform (and up) will only be 276 // performed once. 277 info.damageAccumulator->pushTransform(this); 278 damageSelf(info); 279 } 280} 281 282void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) { 283 if (CC_LIKELY(!mLayer)) return; 284 285 const LayerProperties& props = properties().layerProperties(); 286 mLayer->setAlpha(props.alpha(), props.xferMode()); 287 mLayer->setColorFilter(props.colorFilter()); 288 mLayer->setBlend(props.needsBlending()); 289} 290 291void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { 292 if (mNeedsDisplayListDataSync) { 293 mNeedsDisplayListDataSync = false; 294 // Make sure we inc first so that we don't fluctuate between 0 and 1, 295 // which would thrash the layer cache 296 if (mStagingDisplayListData) { 297 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { 298 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); 299 } 300 } 301 // Damage with the old display list first then the new one to catch any 302 // changes in isRenderable or, in the future, bounds 303 damageSelf(info); 304 deleteDisplayListData(); 305 // TODO: Remove this caches stuff 306 if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { 307 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); 308 } 309 mDisplayListData = mStagingDisplayListData; 310 mStagingDisplayListData = nullptr; 311 if (mDisplayListData) { 312 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { 313 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); 314 } 315 } 316 damageSelf(info); 317 } 318} 319 320void RenderNode::deleteDisplayListData() { 321 if (mDisplayListData) { 322 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 323 mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); 324 } 325 if (mDisplayListData->functors.size()) { 326 Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); 327 } 328 } 329 delete mDisplayListData; 330 mDisplayListData = nullptr; 331} 332 333void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) { 334 if (subtree) { 335 TextureCache& cache = Caches::getInstance().textureCache; 336 info.out.hasFunctors |= subtree->functors.size(); 337 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { 338 info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]); 339 } 340 for (size_t i = 0; i < subtree->children().size(); i++) { 341 DrawRenderNodeOp* op = subtree->children()[i]; 342 RenderNode* childNode = op->mRenderNode; 343 info.damageAccumulator->pushTransform(&op->mTransformFromParent); 344 bool childFunctorsNeedLayer = functorsNeedLayer 345 // Recorded with non-rect clip, or canvas-rotated by parent 346 || op->mRecordedWithPotentialStencilClip; 347 childNode->prepareTreeImpl(info, childFunctorsNeedLayer); 348 info.damageAccumulator->popTransform(); 349 } 350 } 351} 352 353void RenderNode::destroyHardwareResources() { 354 if (mLayer) { 355 LayerRenderer::destroyLayer(mLayer); 356 mLayer = nullptr; 357 } 358 if (mDisplayListData) { 359 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 360 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); 361 } 362 if (mNeedsDisplayListDataSync) { 363 // Next prepare tree we are going to push a new display list, so we can 364 // drop our current one now 365 deleteDisplayListData(); 366 } 367 } 368} 369 370void RenderNode::decParentRefCount() { 371 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); 372 mParentCount--; 373 if (!mParentCount) { 374 // If a child of ours is being attached to our parent then this will incorrectly 375 // destroy its hardware resources. However, this situation is highly unlikely 376 // and the failure is "just" that the layer is re-created, so this should 377 // be safe enough 378 destroyHardwareResources(); 379 } 380} 381 382/* 383 * For property operations, we pass a savecount of 0, since the operations aren't part of the 384 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in 385 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) 386 */ 387#define PROPERTY_SAVECOUNT 0 388 389template <class T> 390void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { 391#if DEBUG_DISPLAY_LIST 392 properties().debugOutputProperties(handler.level() + 1); 393#endif 394 if (properties().getLeft() != 0 || properties().getTop() != 0) { 395 renderer.translate(properties().getLeft(), properties().getTop()); 396 } 397 if (properties().getStaticMatrix()) { 398 renderer.concatMatrix(*properties().getStaticMatrix()); 399 } else if (properties().getAnimationMatrix()) { 400 renderer.concatMatrix(*properties().getAnimationMatrix()); 401 } 402 if (properties().hasTransformMatrix()) { 403 if (properties().isTransformTranslateOnly()) { 404 renderer.translate(properties().getTranslationX(), properties().getTranslationY()); 405 } else { 406 renderer.concatMatrix(*properties().getTransformMatrix()); 407 } 408 } 409 const bool isLayer = properties().effectiveLayerType() != LayerType::None; 410 int clipFlags = properties().getClippingFlags(); 411 if (properties().getAlpha() < 1) { 412 if (isLayer) { 413 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer 414 } 415 if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { 416 // simply scale rendering content's alpha 417 renderer.scaleAlpha(properties().getAlpha()); 418 } else { 419 // savelayer needed to create an offscreen buffer 420 Rect layerBounds(0, 0, getWidth(), getHeight()); 421 if (clipFlags) { 422 properties().getClippingRectForFlags(clipFlags, &layerBounds); 423 clipFlags = 0; // all clipping done by savelayer 424 } 425 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp( 426 layerBounds.left, layerBounds.top, 427 layerBounds.right, layerBounds.bottom, 428 (int) (properties().getAlpha() * 255), 429 SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); 430 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 431 } 432 433 if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { 434 // pretend alpha always causes savelayer to warn about 435 // performance problem affecting old versions 436 ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), 437 static_cast<int>(getWidth()), 438 static_cast<int>(getHeight())); 439 } 440 } 441 if (clipFlags) { 442 Rect clipRect; 443 properties().getClippingRectForFlags(clipFlags, &clipRect); 444 ClipRectOp* op = new (handler.allocator()) ClipRectOp( 445 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, 446 SkRegion::kIntersect_Op); 447 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 448 } 449 450 // TODO: support nesting round rect clips 451 if (mProperties.getRevealClip().willClip()) { 452 Rect bounds; 453 mProperties.getRevealClip().getBounds(&bounds); 454 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); 455 } else if (mProperties.getOutline().willClip()) { 456 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); 457 } 458} 459 460/** 461 * Apply property-based transformations to input matrix 462 * 463 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 464 * matrix computation instead of the Skia 3x3 matrix + camera hackery. 465 */ 466void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { 467 if (properties().getLeft() != 0 || properties().getTop() != 0) { 468 matrix.translate(properties().getLeft(), properties().getTop()); 469 } 470 if (properties().getStaticMatrix()) { 471 mat4 stat(*properties().getStaticMatrix()); 472 matrix.multiply(stat); 473 } else if (properties().getAnimationMatrix()) { 474 mat4 anim(*properties().getAnimationMatrix()); 475 matrix.multiply(anim); 476 } 477 478 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); 479 if (properties().hasTransformMatrix() || applyTranslationZ) { 480 if (properties().isTransformTranslateOnly()) { 481 matrix.translate(properties().getTranslationX(), properties().getTranslationY(), 482 true3dTransform ? properties().getZ() : 0.0f); 483 } else { 484 if (!true3dTransform) { 485 matrix.multiply(*properties().getTransformMatrix()); 486 } else { 487 mat4 true3dMat; 488 true3dMat.loadTranslate( 489 properties().getPivotX() + properties().getTranslationX(), 490 properties().getPivotY() + properties().getTranslationY(), 491 properties().getZ()); 492 true3dMat.rotate(properties().getRotationX(), 1, 0, 0); 493 true3dMat.rotate(properties().getRotationY(), 0, 1, 0); 494 true3dMat.rotate(properties().getRotation(), 0, 0, 1); 495 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); 496 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); 497 498 matrix.multiply(true3dMat); 499 } 500 } 501 } 502} 503 504/** 505 * Organizes the DisplayList hierarchy to prepare for background projection reordering. 506 * 507 * This should be called before a call to defer() or drawDisplayList() 508 * 509 * Each DisplayList that serves as a 3d root builds its list of composited children, 510 * which are flagged to not draw in the standard draw loop. 511 */ 512void RenderNode::computeOrdering() { 513 ATRACE_CALL(); 514 mProjectedNodes.clear(); 515 516 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that 517 // transform properties are applied correctly to top level children 518 if (mDisplayListData == nullptr) return; 519 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 520 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 521 childOp->mRenderNode->computeOrderingImpl(childOp, 522 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); 523 } 524} 525 526void RenderNode::computeOrderingImpl( 527 DrawRenderNodeOp* opState, 528 const SkPath* outlineOfProjectionSurface, 529 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, 530 const mat4* transformFromProjectionSurface) { 531 mProjectedNodes.clear(); 532 if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return; 533 534 // TODO: should avoid this calculation in most cases 535 // TODO: just calculate single matrix, down to all leaf composited elements 536 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); 537 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent); 538 539 if (properties().getProjectBackwards()) { 540 // composited projectee, flag for out of order draw, save matrix, and store in proj surface 541 opState->mSkipInOrderDraw = true; 542 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); 543 compositedChildrenOfProjectionSurface->add(opState); 544 } else { 545 // standard in order draw 546 opState->mSkipInOrderDraw = false; 547 } 548 549 if (mDisplayListData->children().size() > 0) { 550 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; 551 bool haveAppliedPropertiesToProjection = false; 552 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 553 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 554 RenderNode* child = childOp->mRenderNode; 555 556 const SkPath* projectionOutline = nullptr; 557 Vector<DrawRenderNodeOp*>* projectionChildren = nullptr; 558 const mat4* projectionTransform = nullptr; 559 if (isProjectionReceiver && !child->properties().getProjectBackwards()) { 560 // if receiving projections, collect projecting descendant 561 562 // Note that if a direct descendant is projecting backwards, we pass its 563 // grandparent projection collection, since it shouldn't project onto its 564 // parent, where it will already be drawing. 565 projectionOutline = properties().getOutline().getPath(); 566 projectionChildren = &mProjectedNodes; 567 projectionTransform = &mat4::identity(); 568 } else { 569 if (!haveAppliedPropertiesToProjection) { 570 applyViewPropertyTransforms(localTransformFromProjectionSurface); 571 haveAppliedPropertiesToProjection = true; 572 } 573 projectionOutline = outlineOfProjectionSurface; 574 projectionChildren = compositedChildrenOfProjectionSurface; 575 projectionTransform = &localTransformFromProjectionSurface; 576 } 577 child->computeOrderingImpl(childOp, 578 projectionOutline, projectionChildren, projectionTransform); 579 } 580 } 581} 582 583class DeferOperationHandler { 584public: 585 DeferOperationHandler(DeferStateStruct& deferStruct, int level) 586 : mDeferStruct(deferStruct), mLevel(level) {} 587 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 588 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); 589 } 590 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } 591 inline void startMark(const char* name) {} // do nothing 592 inline void endMark() {} 593 inline int level() { return mLevel; } 594 inline int replayFlags() { return mDeferStruct.mReplayFlags; } 595 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } 596 597private: 598 DeferStateStruct& mDeferStruct; 599 const int mLevel; 600}; 601 602void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { 603 DeferOperationHandler handler(deferStruct, level); 604 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); 605} 606 607class ReplayOperationHandler { 608public: 609 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) 610 : mReplayStruct(replayStruct), mLevel(level) {} 611 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 612#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS 613 mReplayStruct.mRenderer.eventMark(operation->name()); 614#endif 615 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); 616 } 617 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } 618 inline void startMark(const char* name) { 619 mReplayStruct.mRenderer.startMark(name); 620 } 621 inline void endMark() { 622 mReplayStruct.mRenderer.endMark(); 623 } 624 inline int level() { return mLevel; } 625 inline int replayFlags() { return mReplayStruct.mReplayFlags; } 626 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } 627 628private: 629 ReplayStateStruct& mReplayStruct; 630 const int mLevel; 631}; 632 633void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { 634 ReplayOperationHandler handler(replayStruct, level); 635 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); 636} 637 638void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, 639 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { 640 if (chunk.beginChildIndex == chunk.endChildIndex) return; 641 642 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { 643 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 644 RenderNode* child = childOp->mRenderNode; 645 float childZ = child->properties().getZ(); 646 647 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { 648 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); 649 childOp->mSkipInOrderDraw = true; 650 } else if (!child->properties().getProjectBackwards()) { 651 // regular, in order drawing DisplayList 652 childOp->mSkipInOrderDraw = false; 653 } 654 } 655 656 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) 657 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); 658} 659 660template <class T> 661void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { 662 if (properties().getAlpha() <= 0.0f 663 || properties().getOutline().getAlpha() <= 0.0f 664 || !properties().getOutline().getPath()) { 665 // no shadow to draw 666 return; 667 } 668 669 mat4 shadowMatrixXY(transformFromParent); 670 applyViewPropertyTransforms(shadowMatrixXY); 671 672 // Z matrix needs actual 3d transformation, so mapped z values will be correct 673 mat4 shadowMatrixZ(transformFromParent); 674 applyViewPropertyTransforms(shadowMatrixZ, true); 675 676 const SkPath* casterOutlinePath = properties().getOutline().getPath(); 677 const SkPath* revealClipPath = properties().getRevealClip().getPath(); 678 if (revealClipPath && revealClipPath->isEmpty()) return; 679 680 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); 681 682 683 // holds temporary SkPath to store the result of intersections 684 SkPath* frameAllocatedPath = nullptr; 685 const SkPath* outlinePath = casterOutlinePath; 686 687 // intersect the outline with the reveal clip, if present 688 if (revealClipPath) { 689 frameAllocatedPath = handler.allocPathForFrame(); 690 691 Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); 692 outlinePath = frameAllocatedPath; 693 } 694 695 // intersect the outline with the clipBounds, if present 696 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { 697 if (!frameAllocatedPath) { 698 frameAllocatedPath = handler.allocPathForFrame(); 699 } 700 701 Rect clipBounds; 702 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); 703 SkPath clipBoundsPath; 704 clipBoundsPath.addRect(clipBounds.left, clipBounds.top, 705 clipBounds.right, clipBounds.bottom); 706 707 Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); 708 outlinePath = frameAllocatedPath; 709 } 710 711 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( 712 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); 713 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 714} 715 716#define SHADOW_DELTA 0.1f 717 718template <class T> 719void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, 720 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, 721 OpenGLRenderer& renderer, T& handler) { 722 const int size = zTranslatedNodes.size(); 723 if (size == 0 724 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) 725 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { 726 // no 3d children to draw 727 return; 728 } 729 730 // Apply the base transform of the parent of the 3d children. This isolates 731 // 3d children of the current chunk from transformations made in previous chunks. 732 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 733 renderer.setMatrix(initialTransform); 734 735 /** 736 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters 737 * with very similar Z heights to draw together. 738 * 739 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are 740 * underneath both, and neither's shadow is drawn on top of the other. 741 */ 742 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); 743 size_t drawIndex, shadowIndex, endIndex; 744 if (mode == kNegativeZChildren) { 745 drawIndex = 0; 746 endIndex = nonNegativeIndex; 747 shadowIndex = endIndex; // draw no shadows 748 } else { 749 drawIndex = nonNegativeIndex; 750 endIndex = size; 751 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child 752 } 753 754 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", 755 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); 756 757 float lastCasterZ = 0.0f; 758 while (shadowIndex < endIndex || drawIndex < endIndex) { 759 if (shadowIndex < endIndex) { 760 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; 761 RenderNode* caster = casterOp->mRenderNode; 762 const float casterZ = zTranslatedNodes[shadowIndex].key; 763 // attempt to render the shadow if the caster about to be drawn is its caster, 764 // OR if its caster's Z value is similar to the previous potential caster 765 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { 766 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); 767 768 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow 769 shadowIndex++; 770 continue; 771 } 772 } 773 774 // only the actual child DL draw needs to be in save/restore, 775 // since it modifies the renderer's matrix 776 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 777 778 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; 779 780 renderer.concatMatrix(childOp->mTransformFromParent); 781 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 782 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 783 childOp->mSkipInOrderDraw = true; 784 785 renderer.restoreToCount(restoreTo); 786 drawIndex++; 787 } 788 renderer.restoreToCount(rootRestoreTo); 789} 790 791template <class T> 792void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { 793 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); 794 const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); 795 int restoreTo = renderer.getSaveCount(); 796 797 LinearAllocator& alloc = handler.allocator(); 798 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 799 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 800 801 // Transform renderer to match background we're projecting onto 802 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) 803 const DisplayListOp* op = 804 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); 805 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); 806 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); 807 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); 808 809 // If the projection reciever has an outline, we mask projected content to it 810 // (which we know, apriori, are all tessellated paths) 811 renderer.setProjectionPathMask(alloc, projectionReceiverOutline); 812 813 // draw projected nodes 814 for (size_t i = 0; i < mProjectedNodes.size(); i++) { 815 DrawRenderNodeOp* childOp = mProjectedNodes[i]; 816 817 // matrix save, concat, and restore can be done safely without allocating operations 818 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 819 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); 820 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 821 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 822 childOp->mSkipInOrderDraw = true; 823 renderer.restoreToCount(restoreTo); 824 } 825 826 handler(new (alloc) RestoreToCountOp(restoreTo), 827 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 828} 829 830/** 831 * This function serves both defer and replay modes, and will organize the displayList's component 832 * operations for a single frame: 833 * 834 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of 835 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom 836 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the 837 * defer vs replay logic, per operation 838 */ 839template <class T> 840void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { 841 if (mDisplayListData->isEmpty()) { 842 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", 843 this, getName()); 844 return; 845 } 846 847 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); 848 // If we are updating the contents of mLayer, we don't want to apply any of 849 // the RenderNode's properties to this issueOperations pass. Those will all 850 // be applied when the layer is drawn, aka when this is true. 851 const bool useViewProperties = (!mLayer || drawLayer); 852 if (useViewProperties) { 853 const Outline& outline = properties().getOutline(); 854 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { 855 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "", 856 this, getName()); 857 return; 858 } 859 } 860 861 handler.startMark(getName()); 862 863#if DEBUG_DISPLAY_LIST 864 const Rect& clipRect = renderer.getLocalClipBounds(); 865 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", 866 handler.level() * 2, "", this, getName(), 867 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); 868#endif 869 870 LinearAllocator& alloc = handler.allocator(); 871 int restoreTo = renderer.getSaveCount(); 872 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 873 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 874 875 DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "", 876 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); 877 878 if (useViewProperties) { 879 setViewProperties<T>(renderer, handler); 880 } 881 882 bool quickRejected = properties().getClipToBounds() 883 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); 884 if (!quickRejected) { 885 Matrix4 initialTransform(*(renderer.currentTransform())); 886 887 if (drawLayer) { 888 handler(new (alloc) DrawLayerOp(mLayer, 0, 0), 889 renderer.getSaveCount() - 1, properties().getClipToBounds()); 890 } else { 891 const int saveCountOffset = renderer.getSaveCount() - 1; 892 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; 893 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { 894 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; 895 896 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; 897 buildZSortedChildList(chunk, zTranslatedNodes); 898 899 issueOperationsOf3dChildren(kNegativeZChildren, 900 initialTransform, zTranslatedNodes, renderer, handler); 901 902 903 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { 904 DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; 905#if DEBUG_DISPLAY_LIST 906 op->output(handler.level() + 1); 907#endif 908 handler(op, saveCountOffset, properties().getClipToBounds()); 909 910 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && 911 opIndex == static_cast<size_t>(projectionReceiveIndex))) { 912 issueOperationsOfProjectedChildren(renderer, handler); 913 } 914 } 915 916 issueOperationsOf3dChildren(kPositiveZChildren, 917 initialTransform, zTranslatedNodes, renderer, handler); 918 } 919 } 920 } 921 922 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); 923 handler(new (alloc) RestoreToCountOp(restoreTo), 924 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 925 926 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); 927 handler.endMark(); 928} 929 930} /* namespace uirenderer */ 931} /* namespace android */ 932