FrameBuilder.h revision c0f3f2f8c0c2fa97099e5f3c5e3860653ce0f261
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    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
59            uint32_t viewportWidth, uint32_t viewportHeight,
60            const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter);
61
62    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
63            uint32_t viewportWidth, uint32_t viewportHeight,
64            const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter,
65            const Rect &contentDrawBounds);
66
67    virtual ~FrameBuilder() {}
68
69    /**
70     * replayBakedOps() is templated based on what class will receive ops being replayed.
71     *
72     * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
73     * state->op->opId to lookup a receiver that will be called when the op is replayed.
74     *
75     */
76    template <typename StaticDispatcher, typename Renderer>
77    void replayBakedOps(Renderer& renderer) {
78        /**
79         * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
80         * dispatch the op via a method on a static dispatcher when the op is replayed.
81         *
82         * For example a BitmapOp would resolve, via the lambda lookup, to calling:
83         *
84         * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
85         */
86        #define X(Type) \
87                [](void* renderer, const BakedOpState& state) { \
88                    StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
89                            static_cast<const Type&>(*(state.op)), state); \
90                },
91        static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
92        #undef X
93
94        /**
95         * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
96         * static dispatcher when the group of merged ops is replayed.
97         */
98        #define X(Type) \
99                [](void* renderer, const MergedBakedOpList& opList) { \
100                    StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
101                },
102        static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
103        #undef X
104
105        // Relay through layers in reverse order, since layers
106        // later in the list will be drawn by earlier ones
107        for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
108            GL_CHECKPOINT(MODERATE);
109            LayerBuilder& layer = *(mLayerBuilders[i]);
110            if (layer.renderNode) {
111                // cached HW layer - can't skip layer if empty
112                renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
113                GL_CHECKPOINT(MODERATE);
114                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
115                GL_CHECKPOINT(MODERATE);
116                renderer.endLayer();
117            } else if (!layer.empty()) {
118                // save layer - skip entire layer if empty (in which case, LayerOp has null layer).
119                layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
120                GL_CHECKPOINT(MODERATE);
121                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
122                GL_CHECKPOINT(MODERATE);
123                renderer.endLayer();
124            }
125        }
126
127        GL_CHECKPOINT(MODERATE);
128        const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
129        renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
130        GL_CHECKPOINT(MODERATE);
131        fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
132        GL_CHECKPOINT(MODERATE);
133        renderer.endFrame(fbo0.repaintRect);
134    }
135
136    void dump() const {
137        for (auto&& layer : mLayerBuilders) {
138            layer->dump();
139        }
140    }
141
142    ///////////////////////////////////////////////////////////////////
143    /// CanvasStateClient interface
144    ///////////////////////////////////////////////////////////////////
145    virtual void onViewportInitialized() override;
146    virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
147    virtual GLuint getTargetFbo() const override { return 0; }
148
149private:
150    enum class ChildrenSelectMode {
151        Negative,
152        Positive
153    };
154    void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
155            float contentTranslateX, float contentTranslateY,
156            const Rect& repaintRect,
157            const Vector3& lightCenter,
158            const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
159    void restoreForLayer();
160
161    LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
162
163    BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
164        return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
165    }
166
167    // should always be surrounded by a save/restore pair, and not called if DisplayList is null
168    void deferNodePropsAndOps(RenderNode& node);
169
170    template <typename V>
171    void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes);
172
173    void deferShadow(const RenderNodeOp& casterOp);
174
175    void deferProjectedChildren(const RenderNode& renderNode);
176
177    void deferNodeOps(const RenderNode& renderNode);
178
179    void deferRenderNodeOpImpl(const RenderNodeOp& op);
180
181    void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
182
183    SkPath* createFrameAllocatedPath() {
184        return mAllocator.create<SkPath>();
185    }
186
187    void deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
188            BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
189
190    /**
191     * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
192     *
193     * These private methods are called from within deferImpl to defer each individual op
194     * type differently.
195     */
196#define X(Type) void defer##Type(const Type& op);
197    MAP_DEFERRABLE_OPS(X)
198#undef X
199
200    // List of every deferred layer's render state. Replayed in reverse order to render a frame.
201    std::vector<LayerBuilder*> mLayerBuilders;
202
203    /*
204     * Stack of indices within mLayerBuilders representing currently active layers. If drawing
205     * layerA within a layerB, will contain, in order:
206     *  - 0 (representing FBO 0, always present)
207     *  - layerB's index
208     *  - layerA's index
209     *
210     * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
211     * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
212     * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
213     * ops added to it.
214    */
215    std::vector<size_t> mLayerStack;
216
217    CanvasState mCanvasState;
218
219    // contains ResolvedOps and Batches
220    LinearAllocator mAllocator;
221};
222
223}; // namespace uirenderer
224}; // namespace android
225