FrameBuilder.h revision 6e068c0182f6f85bccb855a647510724d1c65a13
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, nodes, lightGeometry, Rect(), caches) {}
70
71    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
72            uint32_t viewportWidth, uint32_t viewportHeight,
73            const std::vector< sp<RenderNode> >& nodes,
74            const LightGeometry& lightGeometry,
75            const Rect &contentDrawBounds, Caches* caches);
76
77    virtual ~FrameBuilder() {}
78
79    /**
80     * replayBakedOps() is templated based on what class will receive ops being replayed.
81     *
82     * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
83     * state->op->opId to lookup a receiver that will be called when the op is replayed.
84     *
85     */
86    template <typename StaticDispatcher, typename Renderer>
87    void replayBakedOps(Renderer& renderer) {
88        /**
89         * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
90         * dispatch the op via a method on a static dispatcher when the op is replayed.
91         *
92         * For example a BitmapOp would resolve, via the lambda lookup, to calling:
93         *
94         * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
95         */
96        #define X(Type) \
97                [](void* renderer, const BakedOpState& state) { \
98                    StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
99                            static_cast<const Type&>(*(state.op)), state); \
100                },
101        static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
102        #undef X
103
104        /**
105         * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
106         * static dispatcher when the group of merged ops is replayed.
107         */
108        #define X(Type) \
109                [](void* renderer, const MergedBakedOpList& opList) { \
110                    StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
111                },
112        static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
113        #undef X
114
115        // Relay through layers in reverse order, since layers
116        // later in the list will be drawn by earlier ones
117        for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
118            GL_CHECKPOINT(MODERATE);
119            LayerBuilder& layer = *(mLayerBuilders[i]);
120            if (layer.renderNode) {
121                // cached HW layer - can't skip layer if empty
122                renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
123                GL_CHECKPOINT(MODERATE);
124                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
125                GL_CHECKPOINT(MODERATE);
126                renderer.endLayer();
127            } else if (!layer.empty()) { // save layer - skip entire layer if empty
128                layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
129                GL_CHECKPOINT(MODERATE);
130                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
131                GL_CHECKPOINT(MODERATE);
132                renderer.endLayer();
133            }
134        }
135
136        GL_CHECKPOINT(MODERATE);
137        const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
138        renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
139        GL_CHECKPOINT(MODERATE);
140        fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
141        GL_CHECKPOINT(MODERATE);
142        renderer.endFrame(fbo0.repaintRect);
143    }
144
145    void dump() const {
146        for (auto&& layer : mLayerBuilders) {
147            layer->dump();
148        }
149    }
150
151    ///////////////////////////////////////////////////////////////////
152    /// CanvasStateClient interface
153    ///////////////////////////////////////////////////////////////////
154    virtual void onViewportInitialized() override;
155    virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
156    virtual GLuint getTargetFbo() const override { return 0; }
157
158private:
159    enum class ChildrenSelectMode {
160        Negative,
161        Positive
162    };
163    void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
164            float contentTranslateX, float contentTranslateY,
165            const Rect& repaintRect,
166            const Vector3& lightCenter,
167            const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
168    void restoreForLayer();
169
170    LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
171
172    BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
173        return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
174    }
175
176    // should always be surrounded by a save/restore pair, and not called if DisplayList is null
177    void deferNodePropsAndOps(RenderNode& node);
178
179    template <typename V>
180    void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes);
181
182    void deferShadow(const RenderNodeOp& casterOp);
183
184    void deferProjectedChildren(const RenderNode& renderNode);
185
186    void deferNodeOps(const RenderNode& renderNode);
187
188    void deferRenderNodeOpImpl(const RenderNodeOp& op);
189
190    void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
191
192    SkPath* createFrameAllocatedPath() {
193        return mAllocator.create<SkPath>();
194    }
195
196    void deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
197            BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
198
199    /**
200     * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
201     *
202     * These private methods are called from within deferImpl to defer each individual op
203     * type differently.
204     */
205#define X(Type) void defer##Type(const Type& op);
206    MAP_DEFERRABLE_OPS(X)
207#undef X
208
209    // List of every deferred layer's render state. Replayed in reverse order to render a frame.
210    std::vector<LayerBuilder*> mLayerBuilders;
211
212    /*
213     * Stack of indices within mLayerBuilders representing currently active layers. If drawing
214     * layerA within a layerB, will contain, in order:
215     *  - 0 (representing FBO 0, always present)
216     *  - layerB's index
217     *  - layerA's index
218     *
219     * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
220     * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
221     * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
222     * ops added to it.
223    */
224    std::vector<size_t> mLayerStack;
225
226    CanvasState mCanvasState;
227
228    Caches* mCaches = nullptr;
229
230    float mLightRadius;
231
232    // contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches
233    LinearAllocator mAllocator;
234};
235
236}; // namespace uirenderer
237}; // namespace android
238