RenderNode.cpp revision bf72eb80d9e00fe2fa360dff0ef581ea27c8e965
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    prepareTreeImpl(info);
124}
125
126void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
127    mAnimatorManager.addAnimator(animator);
128}
129
130void RenderNode::damageSelf(TreeInfo& info) {
131    if (isRenderable()) {
132        if (properties().getClipDamageToBounds()) {
133            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
134        } else {
135            // Hope this is big enough?
136            // TODO: Get this from the display list ops or something
137            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
138        }
139    }
140}
141
142void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
143    LayerType layerType = properties().effectiveLayerType();
144    if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
145        // Damage applied so far needs to affect our parent, but does not require
146        // the layer to be updated. So we pop/push here to clear out the current
147        // damage and get a clean state for display list or children updates to
148        // affect, which will require the layer to be updated
149        info.damageAccumulator->popTransform();
150        info.damageAccumulator->pushTransform(this);
151        if (dirtyMask & DISPLAY_LIST) {
152            damageSelf(info);
153        }
154    }
155}
156
157void RenderNode::pushLayerUpdate(TreeInfo& info) {
158    LayerType layerType = properties().effectiveLayerType();
159    // If we are not a layer OR we cannot be rendered (eg, view was detached)
160    // we need to destroy any Layers we may have had previously
161    if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
162        if (CC_UNLIKELY(mLayer)) {
163            LayerRenderer::destroyLayer(mLayer);
164            mLayer = nullptr;
165        }
166        return;
167    }
168
169    bool transformUpdateNeeded = false;
170    if (!mLayer) {
171        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
172        applyLayerPropertiesToLayer(info);
173        damageSelf(info);
174        transformUpdateNeeded = true;
175    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
176        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
177            LayerRenderer::destroyLayer(mLayer);
178            mLayer = nullptr;
179        }
180        damageSelf(info);
181        transformUpdateNeeded = true;
182    }
183
184    SkRect dirty;
185    info.damageAccumulator->peekAtDirty(&dirty);
186
187    if (!mLayer) {
188        Caches::getInstance().dumpMemoryUsage();
189        if (info.errorHandler) {
190            std::string msg = "Unable to create layer for ";
191            msg += getName();
192            info.errorHandler->onError(msg);
193        }
194        return;
195    }
196
197    if (transformUpdateNeeded) {
198        // update the transform in window of the layer to reset its origin wrt light source position
199        Matrix4 windowTransform;
200        info.damageAccumulator->computeCurrentTransform(&windowTransform);
201        mLayer->setWindowTransform(windowTransform);
202    }
203
204    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
205        dirty.roundOut(&dirty);
206        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
207    }
208    // This is not inside the above if because we may have called
209    // updateDeferred on a previous prepare pass that didn't have a renderer
210    if (info.renderer && mLayer->deferredUpdateScheduled) {
211        info.renderer->pushLayerUpdate(mLayer);
212    }
213
214    if (CC_UNLIKELY(info.canvasContext)) {
215        // If canvasContext is not null that means there are prefetched layers
216        // that need to be accounted for. That might be us, so tell CanvasContext
217        // that this layer is in the tree and should not be destroyed.
218        info.canvasContext->markLayerInUse(this);
219    }
220}
221
222void RenderNode::prepareTreeImpl(TreeInfo& info) {
223    info.damageAccumulator->pushTransform(this);
224
225    if (info.mode == TreeInfo::MODE_FULL) {
226        pushStagingPropertiesChanges(info);
227    }
228    uint32_t animatorDirtyMask = 0;
229    if (CC_LIKELY(info.runAnimations)) {
230        animatorDirtyMask = mAnimatorManager.animate(info);
231    }
232    prepareLayer(info, animatorDirtyMask);
233    if (info.mode == TreeInfo::MODE_FULL) {
234        pushStagingDisplayListChanges(info);
235    }
236    prepareSubTree(info, mDisplayListData);
237    pushLayerUpdate(info);
238
239    info.damageAccumulator->popTransform();
240}
241
242void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
243    // Push the animators first so that setupStartValueIfNecessary() is called
244    // before properties() is trampled by stagingProperties(), as they are
245    // required by some animators.
246    if (CC_LIKELY(info.runAnimations)) {
247        mAnimatorManager.pushStaging();
248    }
249    if (mDirtyPropertyFields) {
250        mDirtyPropertyFields = 0;
251        damageSelf(info);
252        info.damageAccumulator->popTransform();
253        mProperties = mStagingProperties;
254        applyLayerPropertiesToLayer(info);
255        // We could try to be clever and only re-damage if the matrix changed.
256        // However, we don't need to worry about that. The cost of over-damaging
257        // here is only going to be a single additional map rect of this node
258        // plus a rect join(). The parent's transform (and up) will only be
259        // performed once.
260        info.damageAccumulator->pushTransform(this);
261        damageSelf(info);
262    }
263}
264
265void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
266    if (CC_LIKELY(!mLayer)) return;
267
268    const LayerProperties& props = properties().layerProperties();
269    mLayer->setAlpha(props.alpha(), props.xferMode());
270    mLayer->setColorFilter(props.colorFilter());
271    mLayer->setBlend(props.needsBlending());
272}
273
274void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
275    if (mNeedsDisplayListDataSync) {
276        mNeedsDisplayListDataSync = false;
277        // Make sure we inc first so that we don't fluctuate between 0 and 1,
278        // which would thrash the layer cache
279        if (mStagingDisplayListData) {
280            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
281                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
282            }
283        }
284        // Damage with the old display list first then the new one to catch any
285        // changes in isRenderable or, in the future, bounds
286        damageSelf(info);
287        deleteDisplayListData();
288        // TODO: Remove this caches stuff
289        if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
290            Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
291        }
292        mDisplayListData = mStagingDisplayListData;
293        mStagingDisplayListData = nullptr;
294        if (mDisplayListData) {
295            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
296                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
297            }
298        }
299        damageSelf(info);
300    }
301}
302
303void RenderNode::deleteDisplayListData() {
304    if (mDisplayListData) {
305        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
306            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
307        }
308        if (mDisplayListData->functors.size()) {
309            Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
310        }
311    }
312    delete mDisplayListData;
313    mDisplayListData = nullptr;
314}
315
316void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
317    if (subtree) {
318        TextureCache& cache = Caches::getInstance().textureCache;
319        info.out.hasFunctors |= subtree->functors.size();
320        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
321            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
322        }
323        for (size_t i = 0; i < subtree->children().size(); i++) {
324            DrawRenderNodeOp* op = subtree->children()[i];
325            RenderNode* childNode = op->mRenderNode;
326            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
327            childNode->prepareTreeImpl(info);
328            info.damageAccumulator->popTransform();
329        }
330    }
331}
332
333void RenderNode::destroyHardwareResources() {
334    if (mLayer) {
335        LayerRenderer::destroyLayer(mLayer);
336        mLayer = nullptr;
337    }
338    if (mDisplayListData) {
339        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
340            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
341        }
342        if (mNeedsDisplayListDataSync) {
343            // Next prepare tree we are going to push a new display list, so we can
344            // drop our current one now
345            deleteDisplayListData();
346        }
347    }
348}
349
350void RenderNode::decParentRefCount() {
351    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
352    mParentCount--;
353    if (!mParentCount) {
354        // If a child of ours is being attached to our parent then this will incorrectly
355        // destroy its hardware resources. However, this situation is highly unlikely
356        // and the failure is "just" that the layer is re-created, so this should
357        // be safe enough
358        destroyHardwareResources();
359    }
360}
361
362/*
363 * For property operations, we pass a savecount of 0, since the operations aren't part of the
364 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
365 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
366 */
367#define PROPERTY_SAVECOUNT 0
368
369template <class T>
370void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
371#if DEBUG_DISPLAY_LIST
372    properties().debugOutputProperties(handler.level() + 1);
373#endif
374    if (properties().getLeft() != 0 || properties().getTop() != 0) {
375        renderer.translate(properties().getLeft(), properties().getTop());
376    }
377    if (properties().getStaticMatrix()) {
378        renderer.concatMatrix(*properties().getStaticMatrix());
379    } else if (properties().getAnimationMatrix()) {
380        renderer.concatMatrix(*properties().getAnimationMatrix());
381    }
382    if (properties().hasTransformMatrix()) {
383        if (properties().isTransformTranslateOnly()) {
384            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
385        } else {
386            renderer.concatMatrix(*properties().getTransformMatrix());
387        }
388    }
389    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
390    int clipFlags = properties().getClippingFlags();
391    if (properties().getAlpha() < 1) {
392        if (isLayer) {
393            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
394        }
395        LOG_ALWAYS_FATAL_IF(!isLayer && properties().getHasOverlappingRendering());
396        renderer.scaleAlpha(properties().getAlpha());
397
398        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
399            // pretend to cause savelayer to warn about performance problem affecting old versions
400            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
401                    static_cast<int>(getWidth()),
402                    static_cast<int>(getHeight()));
403        }
404    }
405    if (clipFlags) {
406        Rect clipRect;
407        properties().getClippingRectForFlags(clipFlags, &clipRect);
408        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
409                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
410                SkRegion::kIntersect_Op);
411        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
412    }
413
414    // TODO: support nesting round rect clips
415    if (mProperties.getRevealClip().willClip()) {
416        Rect bounds;
417        mProperties.getRevealClip().getBounds(&bounds);
418        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
419    } else if (mProperties.getOutline().willClip()) {
420        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
421    }
422}
423
424/**
425 * Apply property-based transformations to input matrix
426 *
427 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
428 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
429 */
430void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
431    if (properties().getLeft() != 0 || properties().getTop() != 0) {
432        matrix.translate(properties().getLeft(), properties().getTop());
433    }
434    if (properties().getStaticMatrix()) {
435        mat4 stat(*properties().getStaticMatrix());
436        matrix.multiply(stat);
437    } else if (properties().getAnimationMatrix()) {
438        mat4 anim(*properties().getAnimationMatrix());
439        matrix.multiply(anim);
440    }
441
442    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
443    if (properties().hasTransformMatrix() || applyTranslationZ) {
444        if (properties().isTransformTranslateOnly()) {
445            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
446                    true3dTransform ? properties().getZ() : 0.0f);
447        } else {
448            if (!true3dTransform) {
449                matrix.multiply(*properties().getTransformMatrix());
450            } else {
451                mat4 true3dMat;
452                true3dMat.loadTranslate(
453                        properties().getPivotX() + properties().getTranslationX(),
454                        properties().getPivotY() + properties().getTranslationY(),
455                        properties().getZ());
456                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
457                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
458                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
459                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
460                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
461
462                matrix.multiply(true3dMat);
463            }
464        }
465    }
466}
467
468/**
469 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
470 *
471 * This should be called before a call to defer() or drawDisplayList()
472 *
473 * Each DisplayList that serves as a 3d root builds its list of composited children,
474 * which are flagged to not draw in the standard draw loop.
475 */
476void RenderNode::computeOrdering() {
477    ATRACE_CALL();
478    mProjectedNodes.clear();
479
480    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
481    // transform properties are applied correctly to top level children
482    if (mDisplayListData == nullptr) return;
483    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
484        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
485        childOp->mRenderNode->computeOrderingImpl(childOp,
486                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
487    }
488}
489
490void RenderNode::computeOrderingImpl(
491        DrawRenderNodeOp* opState,
492        const SkPath* outlineOfProjectionSurface,
493        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
494        const mat4* transformFromProjectionSurface) {
495    mProjectedNodes.clear();
496    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
497
498    // TODO: should avoid this calculation in most cases
499    // TODO: just calculate single matrix, down to all leaf composited elements
500    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
501    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
502
503    if (properties().getProjectBackwards()) {
504        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
505        opState->mSkipInOrderDraw = true;
506        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
507        compositedChildrenOfProjectionSurface->add(opState);
508    } else {
509        // standard in order draw
510        opState->mSkipInOrderDraw = false;
511    }
512
513    if (mDisplayListData->children().size() > 0) {
514        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
515        bool haveAppliedPropertiesToProjection = false;
516        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
517            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
518            RenderNode* child = childOp->mRenderNode;
519
520            const SkPath* projectionOutline = nullptr;
521            Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
522            const mat4* projectionTransform = nullptr;
523            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
524                // if receiving projections, collect projecting descendant
525
526                // Note that if a direct descendant is projecting backwards, we pass its
527                // grandparent projection collection, since it shouldn't project onto its
528                // parent, where it will already be drawing.
529                projectionOutline = properties().getOutline().getPath();
530                projectionChildren = &mProjectedNodes;
531                projectionTransform = &mat4::identity();
532            } else {
533                if (!haveAppliedPropertiesToProjection) {
534                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
535                    haveAppliedPropertiesToProjection = true;
536                }
537                projectionOutline = outlineOfProjectionSurface;
538                projectionChildren = compositedChildrenOfProjectionSurface;
539                projectionTransform = &localTransformFromProjectionSurface;
540            }
541            child->computeOrderingImpl(childOp,
542                    projectionOutline, projectionChildren, projectionTransform);
543        }
544    }
545}
546
547class DeferOperationHandler {
548public:
549    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
550        : mDeferStruct(deferStruct), mLevel(level) {}
551    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
552        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
553    }
554    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
555    inline void startMark(const char* name) {} // do nothing
556    inline void endMark() {}
557    inline int level() { return mLevel; }
558    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
559    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
560
561private:
562    DeferStateStruct& mDeferStruct;
563    const int mLevel;
564};
565
566void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
567    DeferOperationHandler handler(deferStruct, level);
568    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
569}
570
571class ReplayOperationHandler {
572public:
573    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
574        : mReplayStruct(replayStruct), mLevel(level) {}
575    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
576#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
577        mReplayStruct.mRenderer.eventMark(operation->name());
578#endif
579        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
580    }
581    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
582    inline void startMark(const char* name) {
583        mReplayStruct.mRenderer.startMark(name);
584    }
585    inline void endMark() {
586        mReplayStruct.mRenderer.endMark();
587    }
588    inline int level() { return mLevel; }
589    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
590    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
591
592private:
593    ReplayStateStruct& mReplayStruct;
594    const int mLevel;
595};
596
597void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
598    ReplayOperationHandler handler(replayStruct, level);
599    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
600}
601
602void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
603        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
604    if (chunk.beginChildIndex == chunk.endChildIndex) return;
605
606    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
607        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
608        RenderNode* child = childOp->mRenderNode;
609        float childZ = child->properties().getZ();
610
611        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
612            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
613            childOp->mSkipInOrderDraw = true;
614        } else if (!child->properties().getProjectBackwards()) {
615            // regular, in order drawing DisplayList
616            childOp->mSkipInOrderDraw = false;
617        }
618    }
619
620    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
621    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
622}
623
624template <class T>
625void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
626    if (properties().getAlpha() <= 0.0f
627            || properties().getOutline().getAlpha() <= 0.0f
628            || !properties().getOutline().getPath()) {
629        // no shadow to draw
630        return;
631    }
632
633    mat4 shadowMatrixXY(transformFromParent);
634    applyViewPropertyTransforms(shadowMatrixXY);
635
636    // Z matrix needs actual 3d transformation, so mapped z values will be correct
637    mat4 shadowMatrixZ(transformFromParent);
638    applyViewPropertyTransforms(shadowMatrixZ, true);
639
640    const SkPath* casterOutlinePath = properties().getOutline().getPath();
641    const SkPath* revealClipPath = properties().getRevealClip().getPath();
642    if (revealClipPath && revealClipPath->isEmpty()) return;
643
644    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
645
646
647    // holds temporary SkPath to store the result of intersections
648    SkPath* frameAllocatedPath = nullptr;
649    const SkPath* outlinePath = casterOutlinePath;
650
651    // intersect the outline with the reveal clip, if present
652    if (revealClipPath) {
653        frameAllocatedPath = handler.allocPathForFrame();
654
655        Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
656        outlinePath = frameAllocatedPath;
657    }
658
659    // intersect the outline with the clipBounds, if present
660    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
661        if (!frameAllocatedPath) {
662            frameAllocatedPath = handler.allocPathForFrame();
663        }
664
665        Rect clipBounds;
666        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
667        SkPath clipBoundsPath;
668        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
669                clipBounds.right, clipBounds.bottom);
670
671        Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
672        outlinePath = frameAllocatedPath;
673    }
674
675    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
676            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
677    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
678}
679
680#define SHADOW_DELTA 0.1f
681
682template <class T>
683void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
684        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
685        OpenGLRenderer& renderer, T& handler) {
686    const int size = zTranslatedNodes.size();
687    if (size == 0
688            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
689            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
690        // no 3d children to draw
691        return;
692    }
693
694    // Apply the base transform of the parent of the 3d children. This isolates
695    // 3d children of the current chunk from transformations made in previous chunks.
696    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
697    renderer.setMatrix(initialTransform);
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
744        renderer.concatMatrix(childOp->mTransformFromParent);
745        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
746        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
747        childOp->mSkipInOrderDraw = true;
748
749        renderer.restoreToCount(restoreTo);
750        drawIndex++;
751    }
752    renderer.restoreToCount(rootRestoreTo);
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 projected content to it
774    // (which we know, apriori, are all tessellated paths)
775    renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
776
777    // draw projected nodes
778    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
779        DrawRenderNodeOp* childOp = mProjectedNodes[i];
780
781        // matrix save, concat, and restore can be done safely without allocating operations
782        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
783        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
784        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
785        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
786        childOp->mSkipInOrderDraw = true;
787        renderer.restoreToCount(restoreTo);
788    }
789
790    handler(new (alloc) RestoreToCountOp(restoreTo),
791            PROPERTY_SAVECOUNT, properties().getClipToBounds());
792}
793
794/**
795 * This function serves both defer and replay modes, and will organize the displayList's component
796 * operations for a single frame:
797 *
798 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
799 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
800 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
801 * defer vs replay logic, per operation
802 */
803template <class T>
804void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
805    if (mDisplayListData->isEmpty()) {
806        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
807                this, getName());
808        return;
809    }
810
811    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
812    // If we are updating the contents of mLayer, we don't want to apply any of
813    // the RenderNode's properties to this issueOperations pass. Those will all
814    // be applied when the layer is drawn, aka when this is true.
815    const bool useViewProperties = (!mLayer || drawLayer);
816    if (useViewProperties) {
817        const Outline& outline = properties().getOutline();
818        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
819            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
820                    this, getName());
821            return;
822        }
823    }
824
825    handler.startMark(getName());
826
827#if DEBUG_DISPLAY_LIST
828    const Rect& clipRect = renderer.getLocalClipBounds();
829    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
830            handler.level() * 2, "", this, getName(),
831            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
832#endif
833
834    LinearAllocator& alloc = handler.allocator();
835    int restoreTo = renderer.getSaveCount();
836    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
837            PROPERTY_SAVECOUNT, properties().getClipToBounds());
838
839    DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
840            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
841
842    if (useViewProperties) {
843        setViewProperties<T>(renderer, handler);
844    }
845
846    bool quickRejected = properties().getClipToBounds()
847            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
848    if (!quickRejected) {
849        Matrix4 initialTransform(*(renderer.currentTransform()));
850
851        if (drawLayer) {
852            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
853                    renderer.getSaveCount() - 1, properties().getClipToBounds());
854        } else {
855            const int saveCountOffset = renderer.getSaveCount() - 1;
856            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
857            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
858                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
859
860                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
861                buildZSortedChildList(chunk, zTranslatedNodes);
862
863                issueOperationsOf3dChildren(kNegativeZChildren,
864                        initialTransform, zTranslatedNodes, renderer, handler);
865
866
867                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
868                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
869#if DEBUG_DISPLAY_LIST
870                    op->output(handler.level() + 1);
871#endif
872                    handler(op, saveCountOffset, properties().getClipToBounds());
873
874                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
875                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
876                        issueOperationsOfProjectedChildren(renderer, handler);
877                    }
878                }
879
880                issueOperationsOf3dChildren(kPositiveZChildren,
881                        initialTransform, zTranslatedNodes, renderer, handler);
882            }
883        }
884    }
885
886    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
887    handler(new (alloc) RestoreToCountOp(restoreTo),
888            PROPERTY_SAVECOUNT, properties().getClipToBounds());
889
890    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
891    handler.endMark();
892}
893
894} /* namespace uirenderer */
895} /* namespace android */
896