FrameBuilder.h revision 6246d27813f25b85f6e4b5cb1121fe8484bcce2d
1/*
2 * Copyright (C) 2016 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#pragma once
18
19#include "BakedOpState.h"
20#include "CanvasState.h"
21#include "DisplayList.h"
22#include "LayerBuilder.h"
23#include "RecordedOp.h"
24#include "utils/GLUtils.h"
25
26#include <vector>
27#include <unordered_map>
28
29struct SkRect;
30
31namespace android {
32namespace uirenderer {
33
34class BakedOpState;
35class LayerUpdateQueue;
36class OffscreenBuffer;
37class Rect;
38
39/**
40 * Traverses all of the drawing commands from the layers and RenderNodes passed into it, preparing
41 * them to be rendered.
42 *
43 * Resolves final drawing state for each operation (including clip, alpha and matrix), and then
44 * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either
45 * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the
46 * draw stream) will create different reorder contexts, each in its own LayerBuilder.
47 *
48 * Then the prepared or 'baked' drawing commands can be issued by calling the templated
49 * replayBakedOps() function, which will dispatch them (including any created merged op collections)
50 * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are
51 * resolved into Glops and rendered via BakedOpRenderer.
52 *
53 * This class is also the authoritative source for traversing RenderNodes, both for standard op
54 * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection.
55 */
56class FrameBuilder : public CanvasStateClient {
57public:
58    struct LightGeometry {
59        Vector3 center;
60        float radius;
61    };
62
63    // TODO: remove
64    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
65            uint32_t viewportWidth, uint32_t viewportHeight,
66            const std::vector< sp<RenderNode> >& nodes,
67            const LightGeometry& lightGeometry,
68            Caches& caches)
69            : FrameBuilder(layers, clip, viewportWidth, viewportHeight,
70                    nodes, lightGeometry, Rect(), caches) {}
71
72    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
73            uint32_t viewportWidth, uint32_t viewportHeight,
74            const std::vector< sp<RenderNode> >& nodes,
75            const LightGeometry& lightGeometry,
76            const Rect &contentDrawBounds,
77            Caches& caches);
78
79    virtual ~FrameBuilder() {}
80
81    /**
82     * replayBakedOps() is templated based on what class will receive ops being replayed.
83     *
84     * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
85     * state->op->opId to lookup a receiver that will be called when the op is replayed.
86     */
87    template <typename StaticDispatcher, typename Renderer>
88    void replayBakedOps(Renderer& renderer) {
89        finishDefer();
90        /**
91         * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
92         * dispatch the op via a method on a static dispatcher when the op is replayed.
93         *
94         * For example a BitmapOp would resolve, via the lambda lookup, to calling:
95         *
96         * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
97         */
98        #define X(Type) \
99                [](void* renderer, const BakedOpState& state) { \
100                    StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
101                            static_cast<const Type&>(*(state.op)), state); \
102                },
103        static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
104        #undef X
105
106        /**
107         * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
108         * static dispatcher when the group of merged ops is replayed.
109         */
110        #define X(Type) \
111                [](void* renderer, const MergedBakedOpList& opList) { \
112                    StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
113                },
114        static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
115        #undef X
116
117        // Relay through layers in reverse order, since layers
118        // later in the list will be drawn by earlier ones
119        for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
120            GL_CHECKPOINT(MODERATE);
121            LayerBuilder& layer = *(mLayerBuilders[i]);
122            if (layer.renderNode) {
123                // cached HW layer - can't skip layer if empty
124                renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
125                GL_CHECKPOINT(MODERATE);
126                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
127                GL_CHECKPOINT(MODERATE);
128                renderer.endLayer();
129            } else if (!layer.empty()) {
130                // save layer - skip entire layer if empty (in which case, LayerOp has null layer).
131                layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
132                GL_CHECKPOINT(MODERATE);
133                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
134                GL_CHECKPOINT(MODERATE);
135                renderer.endLayer();
136            }
137        }
138
139        GL_CHECKPOINT(MODERATE);
140        if (CC_LIKELY(mDrawFbo0)) {
141            const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
142            renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
143            GL_CHECKPOINT(MODERATE);
144            fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
145            GL_CHECKPOINT(MODERATE);
146            renderer.endFrame(fbo0.repaintRect);
147        }
148    }
149
150    void dump() const {
151        for (auto&& layer : mLayerBuilders) {
152            layer->dump();
153        }
154    }
155
156    ///////////////////////////////////////////////////////////////////
157    /// CanvasStateClient interface
158    ///////////////////////////////////////////////////////////////////
159    virtual void onViewportInitialized() override;
160    virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
161    virtual GLuint getTargetFbo() const override { return 0; }
162
163private:
164    void finishDefer();
165    enum class ChildrenSelectMode {
166        Negative,
167        Positive
168    };
169    void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
170            float contentTranslateX, float contentTranslateY,
171            const Rect& repaintRect,
172            const Vector3& lightCenter,
173            const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
174    void restoreForLayer();
175
176    LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
177
178    BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
179        return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
180    }
181    BakedOpState* tryBakeUnboundedOpState(const RecordedOp& recordedOp) {
182        return BakedOpState::tryConstructUnbounded(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
183    }
184
185
186    // should always be surrounded by a save/restore pair, and not called if DisplayList is null
187    void deferNodePropsAndOps(RenderNode& node);
188
189    template <typename V>
190    void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes);
191
192    void deferShadow(const RenderNodeOp& casterOp);
193
194    void deferProjectedChildren(const RenderNode& renderNode);
195
196    void deferNodeOps(const RenderNode& renderNode);
197
198    void deferRenderNodeOpImpl(const RenderNodeOp& op);
199
200    void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
201
202    SkPath* createFrameAllocatedPath() {
203        return mAllocator.create<SkPath>();
204    }
205
206    BakedOpState* deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
207            BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
208
209    /**
210     * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
211     *
212     * These private methods are called from within deferImpl to defer each individual op
213     * type differently.
214     */
215#define X(Type) void defer##Type(const Type& op);
216    MAP_DEFERRABLE_OPS(X)
217#undef X
218
219    // List of every deferred layer's render state. Replayed in reverse order to render a frame.
220    std::vector<LayerBuilder*> mLayerBuilders;
221
222    /*
223     * Stack of indices within mLayerBuilders representing currently active layers. If drawing
224     * layerA within a layerB, will contain, in order:
225     *  - 0 (representing FBO 0, always present)
226     *  - layerB's index
227     *  - layerA's index
228     *
229     * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
230     * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
231     * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
232     * ops added to it.
233    */
234    std::vector<size_t> mLayerStack;
235
236    CanvasState mCanvasState;
237
238    Caches& mCaches;
239
240    float mLightRadius;
241
242    // contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches
243    LinearAllocator mAllocator;
244
245    const bool mDrawFbo0;
246};
247
248}; // namespace uirenderer
249}; // namespace android
250