RenderNode.cpp revision 149173d28c0843aba86b0810ce75b34be6a0d08f
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#include "RenderNode.h"
18
19#include <algorithm>
20#include <string>
21
22#include <SkCanvas.h>
23#include <algorithm>
24
25
26#include "DamageAccumulator.h"
27#include "Debug.h"
28#include "DisplayListOp.h"
29#include "LayerRenderer.h"
30#include "OpenGLRenderer.h"
31#include "TreeInfo.h"
32#include "utils/MathUtils.h"
33#include "utils/TraceUtils.h"
34#include "renderthread/CanvasContext.h"
35
36namespace android {
37namespace uirenderer {
38
39void RenderNode::debugDumpLayers(const char* prefix) {
40    if (mLayer) {
41        ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
42                prefix, this, getName(), mLayer, mLayer->getFbo(),
43                mLayer->wasBuildLayered ? "true" : "false");
44    }
45    if (mDisplayListData) {
46        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
47            mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
48        }
49    }
50}
51
52RenderNode::RenderNode()
53        : mDirtyPropertyFields(0)
54        , mNeedsDisplayListDataSync(false)
55        , mDisplayListData(nullptr)
56        , mStagingDisplayListData(nullptr)
57        , mAnimatorManager(*this)
58        , mLayer(nullptr)
59        , mParentCount(0) {
60}
61
62RenderNode::~RenderNode() {
63    deleteDisplayListData();
64    delete mStagingDisplayListData;
65    if (mLayer) {
66        ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
67        mLayer->postDecStrong();
68        mLayer = nullptr;
69    }
70}
71
72void RenderNode::setStagingDisplayList(DisplayListData* data) {
73    mNeedsDisplayListDataSync = true;
74    delete mStagingDisplayListData;
75    mStagingDisplayListData = data;
76}
77
78/**
79 * This function is a simplified version of replay(), where we simply retrieve and log the
80 * display list. This function should remain in sync with the replay() function.
81 */
82void RenderNode::output(uint32_t level) {
83    ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
84            getName(),
85            (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
86            (properties().hasShadow() ? ", casting shadow" : ""),
87            (isRenderable() ? "" : ", empty"),
88            (properties().getProjectBackwards() ? ", projected" : ""),
89            (mLayer != nullptr ? ", on HW Layer" : ""));
90    ALOGD("%*s%s %d", level * 2, "", "Save",
91            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
92
93    properties().debugOutputProperties(level);
94    int flags = DisplayListOp::kOpLogFlag_Recurse;
95    if (mDisplayListData) {
96        // TODO: consider printing the chunk boundaries here
97        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
98            mDisplayListData->displayListOps[i]->output(level, flags);
99        }
100    }
101
102    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
103}
104
105int RenderNode::getDebugSize() {
106    int size = sizeof(RenderNode);
107    if (mStagingDisplayListData) {
108        size += mStagingDisplayListData->getUsedSize();
109    }
110    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
111        size += mDisplayListData->getUsedSize();
112    }
113    return size;
114}
115
116void RenderNode::prepareTree(TreeInfo& info) {
117    ATRACE_CALL();
118    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
119
120    // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
121    bool functorsNeedLayer = Properties::debugOverdraw;
122
123    prepareTreeImpl(info, functorsNeedLayer);
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 (info.canvasContext) {
215        // There might be prefetched layers that need to be accounted for.
216        // That might be us, so tell CanvasContext that this layer is in the
217        // tree and should not be destroyed.
218        info.canvasContext->markLayerInUse(this);
219    }
220}
221
222/**
223 * Traverse down the the draw tree to prepare for a frame.
224 *
225 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
226 *
227 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
228 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
229 */
230void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
231    info.damageAccumulator->pushTransform(this);
232
233    if (info.mode == TreeInfo::MODE_FULL) {
234        pushStagingPropertiesChanges(info);
235    }
236    uint32_t animatorDirtyMask = 0;
237    if (CC_LIKELY(info.runAnimations)) {
238        animatorDirtyMask = mAnimatorManager.animate(info);
239    }
240
241    bool willHaveFunctor = false;
242    if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
243        willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
244    } else if (mDisplayListData) {
245        willHaveFunctor = !mDisplayListData->functors.isEmpty();
246    }
247    bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
248            willHaveFunctor, functorsNeedLayer);
249
250    prepareLayer(info, animatorDirtyMask);
251    if (info.mode == TreeInfo::MODE_FULL) {
252        pushStagingDisplayListChanges(info);
253    }
254    prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
255    pushLayerUpdate(info);
256
257    info.damageAccumulator->popTransform();
258}
259
260void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
261    // Push the animators first so that setupStartValueIfNecessary() is called
262    // before properties() is trampled by stagingProperties(), as they are
263    // required by some animators.
264    if (CC_LIKELY(info.runAnimations)) {
265        mAnimatorManager.pushStaging();
266    }
267    if (mDirtyPropertyFields) {
268        mDirtyPropertyFields = 0;
269        damageSelf(info);
270        info.damageAccumulator->popTransform();
271        mProperties = mStagingProperties;
272        applyLayerPropertiesToLayer(info);
273        // We could try to be clever and only re-damage if the matrix changed.
274        // However, we don't need to worry about that. The cost of over-damaging
275        // here is only going to be a single additional map rect of this node
276        // plus a rect join(). The parent's transform (and up) will only be
277        // performed once.
278        info.damageAccumulator->pushTransform(this);
279        damageSelf(info);
280    }
281}
282
283void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
284    if (CC_LIKELY(!mLayer)) return;
285
286    const LayerProperties& props = properties().layerProperties();
287    mLayer->setAlpha(props.alpha(), props.xferMode());
288    mLayer->setColorFilter(props.colorFilter());
289    mLayer->setBlend(props.needsBlending());
290}
291
292void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
293    if (mNeedsDisplayListDataSync) {
294        mNeedsDisplayListDataSync = false;
295        // Make sure we inc first so that we don't fluctuate between 0 and 1,
296        // which would thrash the layer cache
297        if (mStagingDisplayListData) {
298            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
299                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
300            }
301        }
302        // Damage with the old display list first then the new one to catch any
303        // changes in isRenderable or, in the future, bounds
304        damageSelf(info);
305        deleteDisplayListData();
306        mDisplayListData = mStagingDisplayListData;
307        mStagingDisplayListData = nullptr;
308        if (mDisplayListData) {
309            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
310                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
311            }
312        }
313        damageSelf(info);
314    }
315}
316
317void RenderNode::deleteDisplayListData() {
318    if (mDisplayListData) {
319        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
320            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
321        }
322    }
323    delete mDisplayListData;
324    mDisplayListData = nullptr;
325}
326
327void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
328    if (subtree) {
329        TextureCache& cache = Caches::getInstance().textureCache;
330        info.out.hasFunctors |= subtree->functors.size();
331        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
332            info.prepareTextures = cache.prefetchAndMarkInUse(
333                    info.canvasContext, subtree->bitmapResources[i]);
334        }
335        for (size_t i = 0; i < subtree->children().size(); i++) {
336            DrawRenderNodeOp* op = subtree->children()[i];
337            RenderNode* childNode = op->mRenderNode;
338            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
339            bool childFunctorsNeedLayer = functorsNeedLayer
340                    // Recorded with non-rect clip, or canvas-rotated by parent
341                    || op->mRecordedWithPotentialStencilClip;
342            childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
343            info.damageAccumulator->popTransform();
344        }
345    }
346}
347
348void RenderNode::destroyHardwareResources() {
349    if (mLayer) {
350        LayerRenderer::destroyLayer(mLayer);
351        mLayer = nullptr;
352    }
353    if (mDisplayListData) {
354        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
355            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
356        }
357        if (mNeedsDisplayListDataSync) {
358            // Next prepare tree we are going to push a new display list, so we can
359            // drop our current one now
360            deleteDisplayListData();
361        }
362    }
363}
364
365void RenderNode::decParentRefCount() {
366    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
367    mParentCount--;
368    if (!mParentCount) {
369        // If a child of ours is being attached to our parent then this will incorrectly
370        // destroy its hardware resources. However, this situation is highly unlikely
371        // and the failure is "just" that the layer is re-created, so this should
372        // be safe enough
373        destroyHardwareResources();
374    }
375}
376
377/*
378 * For property operations, we pass a savecount of 0, since the operations aren't part of the
379 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
380 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
381 */
382#define PROPERTY_SAVECOUNT 0
383
384template <class T>
385void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
386#if DEBUG_DISPLAY_LIST
387    properties().debugOutputProperties(handler.level() + 1);
388#endif
389    if (properties().getLeft() != 0 || properties().getTop() != 0) {
390        renderer.translate(properties().getLeft(), properties().getTop());
391    }
392    if (properties().getStaticMatrix()) {
393        renderer.concatMatrix(*properties().getStaticMatrix());
394    } else if (properties().getAnimationMatrix()) {
395        renderer.concatMatrix(*properties().getAnimationMatrix());
396    }
397    if (properties().hasTransformMatrix()) {
398        if (properties().isTransformTranslateOnly()) {
399            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
400        } else {
401            renderer.concatMatrix(*properties().getTransformMatrix());
402        }
403    }
404    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
405    int clipFlags = properties().getClippingFlags();
406    if (properties().getAlpha() < 1) {
407        if (isLayer) {
408            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
409        }
410        if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
411            // simply scale rendering content's alpha
412            renderer.scaleAlpha(properties().getAlpha());
413        } else {
414            // savelayer needed to create an offscreen buffer
415            Rect layerBounds(0, 0, getWidth(), getHeight());
416            if (clipFlags) {
417                properties().getClippingRectForFlags(clipFlags, &layerBounds);
418                clipFlags = 0; // all clipping done by savelayer
419            }
420            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
421                    layerBounds.left, layerBounds.top,
422                    layerBounds.right, layerBounds.bottom,
423                    (int) (properties().getAlpha() * 255),
424                    SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
425            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
426        }
427
428        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
429            // pretend alpha always causes savelayer to warn about
430            // performance problem affecting old versions
431            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
432                    static_cast<int>(getWidth()),
433                    static_cast<int>(getHeight()));
434        }
435    }
436    if (clipFlags) {
437        Rect clipRect;
438        properties().getClippingRectForFlags(clipFlags, &clipRect);
439        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
440                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
441                SkRegion::kIntersect_Op);
442        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
443    }
444
445    // TODO: support nesting round rect clips
446    if (mProperties.getRevealClip().willClip()) {
447        Rect bounds;
448        mProperties.getRevealClip().getBounds(&bounds);
449        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
450    } else if (mProperties.getOutline().willClip()) {
451        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
452    }
453}
454
455/**
456 * Apply property-based transformations to input matrix
457 *
458 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
459 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
460 */
461void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
462    if (properties().getLeft() != 0 || properties().getTop() != 0) {
463        matrix.translate(properties().getLeft(), properties().getTop());
464    }
465    if (properties().getStaticMatrix()) {
466        mat4 stat(*properties().getStaticMatrix());
467        matrix.multiply(stat);
468    } else if (properties().getAnimationMatrix()) {
469        mat4 anim(*properties().getAnimationMatrix());
470        matrix.multiply(anim);
471    }
472
473    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
474    if (properties().hasTransformMatrix() || applyTranslationZ) {
475        if (properties().isTransformTranslateOnly()) {
476            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
477                    true3dTransform ? properties().getZ() : 0.0f);
478        } else {
479            if (!true3dTransform) {
480                matrix.multiply(*properties().getTransformMatrix());
481            } else {
482                mat4 true3dMat;
483                true3dMat.loadTranslate(
484                        properties().getPivotX() + properties().getTranslationX(),
485                        properties().getPivotY() + properties().getTranslationY(),
486                        properties().getZ());
487                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
488                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
489                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
490                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
491                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
492
493                matrix.multiply(true3dMat);
494            }
495        }
496    }
497}
498
499/**
500 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
501 *
502 * This should be called before a call to defer() or drawDisplayList()
503 *
504 * Each DisplayList that serves as a 3d root builds its list of composited children,
505 * which are flagged to not draw in the standard draw loop.
506 */
507void RenderNode::computeOrdering() {
508    ATRACE_CALL();
509    mProjectedNodes.clear();
510
511    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
512    // transform properties are applied correctly to top level children
513    if (mDisplayListData == nullptr) return;
514    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
515        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
516        childOp->mRenderNode->computeOrderingImpl(childOp,
517                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
518    }
519}
520
521void RenderNode::computeOrderingImpl(
522        DrawRenderNodeOp* opState,
523        const SkPath* outlineOfProjectionSurface,
524        std::vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
525        const mat4* transformFromProjectionSurface) {
526    mProjectedNodes.clear();
527    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
528
529    // TODO: should avoid this calculation in most cases
530    // TODO: just calculate single matrix, down to all leaf composited elements
531    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
532    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
533
534    if (properties().getProjectBackwards()) {
535        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
536        opState->mSkipInOrderDraw = true;
537        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
538        compositedChildrenOfProjectionSurface->push_back(opState);
539    } else {
540        // standard in order draw
541        opState->mSkipInOrderDraw = false;
542    }
543
544    if (mDisplayListData->children().size() > 0) {
545        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
546        bool haveAppliedPropertiesToProjection = false;
547        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
548            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
549            RenderNode* child = childOp->mRenderNode;
550
551            const SkPath* projectionOutline = nullptr;
552            std::vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
553            const mat4* projectionTransform = nullptr;
554            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
555                // if receiving projections, collect projecting descendant
556
557                // Note that if a direct descendant is projecting backwards, we pass its
558                // grandparent projection collection, since it shouldn't project onto its
559                // parent, where it will already be drawing.
560                projectionOutline = properties().getOutline().getPath();
561                projectionChildren = &mProjectedNodes;
562                projectionTransform = &mat4::identity();
563            } else {
564                if (!haveAppliedPropertiesToProjection) {
565                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
566                    haveAppliedPropertiesToProjection = true;
567                }
568                projectionOutline = outlineOfProjectionSurface;
569                projectionChildren = compositedChildrenOfProjectionSurface;
570                projectionTransform = &localTransformFromProjectionSurface;
571            }
572            child->computeOrderingImpl(childOp,
573                    projectionOutline, projectionChildren, projectionTransform);
574        }
575    }
576}
577
578class DeferOperationHandler {
579public:
580    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
581        : mDeferStruct(deferStruct), mLevel(level) {}
582    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
583        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
584    }
585    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
586    inline void startMark(const char* name) {} // do nothing
587    inline void endMark() {}
588    inline int level() { return mLevel; }
589    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
590    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
591
592private:
593    DeferStateStruct& mDeferStruct;
594    const int mLevel;
595};
596
597void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
598    DeferOperationHandler handler(deferStruct, level);
599    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
600}
601
602class ReplayOperationHandler {
603public:
604    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
605        : mReplayStruct(replayStruct), mLevel(level) {}
606    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
607#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
608        mReplayStruct.mRenderer.eventMark(operation->name());
609#endif
610        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
611    }
612    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
613    inline void startMark(const char* name) {
614        mReplayStruct.mRenderer.startMark(name);
615    }
616    inline void endMark() {
617        mReplayStruct.mRenderer.endMark();
618    }
619    inline int level() { return mLevel; }
620    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
621    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
622
623private:
624    ReplayStateStruct& mReplayStruct;
625    const int mLevel;
626};
627
628void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
629    ReplayOperationHandler handler(replayStruct, level);
630    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
631}
632
633void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
634        std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
635    if (chunk.beginChildIndex == chunk.endChildIndex) return;
636
637    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
638        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
639        RenderNode* child = childOp->mRenderNode;
640        float childZ = child->properties().getZ();
641
642        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
643            zTranslatedNodes.push_back(ZDrawRenderNodeOpPair(childZ, childOp));
644            childOp->mSkipInOrderDraw = true;
645        } else if (!child->properties().getProjectBackwards()) {
646            // regular, in order drawing DisplayList
647            childOp->mSkipInOrderDraw = false;
648        }
649    }
650
651    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
652    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
653}
654
655template <class T>
656void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
657    if (properties().getAlpha() <= 0.0f
658            || properties().getOutline().getAlpha() <= 0.0f
659            || !properties().getOutline().getPath()) {
660        // no shadow to draw
661        return;
662    }
663
664    mat4 shadowMatrixXY(transformFromParent);
665    applyViewPropertyTransforms(shadowMatrixXY);
666
667    // Z matrix needs actual 3d transformation, so mapped z values will be correct
668    mat4 shadowMatrixZ(transformFromParent);
669    applyViewPropertyTransforms(shadowMatrixZ, true);
670
671    const SkPath* casterOutlinePath = properties().getOutline().getPath();
672    const SkPath* revealClipPath = properties().getRevealClip().getPath();
673    if (revealClipPath && revealClipPath->isEmpty()) return;
674
675    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
676
677
678    // holds temporary SkPath to store the result of intersections
679    SkPath* frameAllocatedPath = nullptr;
680    const SkPath* outlinePath = casterOutlinePath;
681
682    // intersect the outline with the reveal clip, if present
683    if (revealClipPath) {
684        frameAllocatedPath = handler.allocPathForFrame();
685
686        Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
687        outlinePath = frameAllocatedPath;
688    }
689
690    // intersect the outline with the clipBounds, if present
691    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
692        if (!frameAllocatedPath) {
693            frameAllocatedPath = handler.allocPathForFrame();
694        }
695
696        Rect clipBounds;
697        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
698        SkPath clipBoundsPath;
699        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
700                clipBounds.right, clipBounds.bottom);
701
702        Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
703        outlinePath = frameAllocatedPath;
704    }
705
706    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
707            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
708    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
709}
710
711#define SHADOW_DELTA 0.1f
712
713template <class T>
714void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
715        const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
716        OpenGLRenderer& renderer, T& handler) {
717    const int size = zTranslatedNodes.size();
718    if (size == 0
719            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
720            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
721        // no 3d children to draw
722        return;
723    }
724
725    // Apply the base transform of the parent of the 3d children. This isolates
726    // 3d children of the current chunk from transformations made in previous chunks.
727    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
728    renderer.setMatrix(initialTransform);
729
730    /**
731     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
732     * with very similar Z heights to draw together.
733     *
734     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
735     * underneath both, and neither's shadow is drawn on top of the other.
736     */
737    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
738    size_t drawIndex, shadowIndex, endIndex;
739    if (mode == kNegativeZChildren) {
740        drawIndex = 0;
741        endIndex = nonNegativeIndex;
742        shadowIndex = endIndex; // draw no shadows
743    } else {
744        drawIndex = nonNegativeIndex;
745        endIndex = size;
746        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
747    }
748
749    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
750            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
751
752    float lastCasterZ = 0.0f;
753    while (shadowIndex < endIndex || drawIndex < endIndex) {
754        if (shadowIndex < endIndex) {
755            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
756            RenderNode* caster = casterOp->mRenderNode;
757            const float casterZ = zTranslatedNodes[shadowIndex].key;
758            // attempt to render the shadow if the caster about to be drawn is its caster,
759            // OR if its caster's Z value is similar to the previous potential caster
760            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
761                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
762
763                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
764                shadowIndex++;
765                continue;
766            }
767        }
768
769        // only the actual child DL draw needs to be in save/restore,
770        // since it modifies the renderer's matrix
771        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
772
773        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
774
775        renderer.concatMatrix(childOp->mTransformFromParent);
776        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
777        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
778        childOp->mSkipInOrderDraw = true;
779
780        renderer.restoreToCount(restoreTo);
781        drawIndex++;
782    }
783    renderer.restoreToCount(rootRestoreTo);
784}
785
786template <class T>
787void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
788    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
789    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
790    int restoreTo = renderer.getSaveCount();
791
792    LinearAllocator& alloc = handler.allocator();
793    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
794            PROPERTY_SAVECOUNT, properties().getClipToBounds());
795
796    // Transform renderer to match background we're projecting onto
797    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
798    const DisplayListOp* op =
799            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
800    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
801    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
802    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
803
804    // If the projection reciever has an outline, we mask projected content to it
805    // (which we know, apriori, are all tessellated paths)
806    renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
807
808    // draw projected nodes
809    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
810        DrawRenderNodeOp* childOp = mProjectedNodes[i];
811
812        // matrix save, concat, and restore can be done safely without allocating operations
813        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
814        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
815        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
816        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
817        childOp->mSkipInOrderDraw = true;
818        renderer.restoreToCount(restoreTo);
819    }
820
821    handler(new (alloc) RestoreToCountOp(restoreTo),
822            PROPERTY_SAVECOUNT, properties().getClipToBounds());
823}
824
825/**
826 * This function serves both defer and replay modes, and will organize the displayList's component
827 * operations for a single frame:
828 *
829 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
830 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
831 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
832 * defer vs replay logic, per operation
833 */
834template <class T>
835void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
836    if (mDisplayListData->isEmpty()) {
837        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
838                this, getName());
839        return;
840    }
841
842    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
843    // If we are updating the contents of mLayer, we don't want to apply any of
844    // the RenderNode's properties to this issueOperations pass. Those will all
845    // be applied when the layer is drawn, aka when this is true.
846    const bool useViewProperties = (!mLayer || drawLayer);
847    if (useViewProperties) {
848        const Outline& outline = properties().getOutline();
849        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
850            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
851                    this, getName());
852            return;
853        }
854    }
855
856    handler.startMark(getName());
857
858#if DEBUG_DISPLAY_LIST
859    const Rect& clipRect = renderer.getLocalClipBounds();
860    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
861            handler.level() * 2, "", this, getName(),
862            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
863#endif
864
865    LinearAllocator& alloc = handler.allocator();
866    int restoreTo = renderer.getSaveCount();
867    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
868            PROPERTY_SAVECOUNT, properties().getClipToBounds());
869
870    DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
871            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
872
873    if (useViewProperties) {
874        setViewProperties<T>(renderer, handler);
875    }
876
877    bool quickRejected = properties().getClipToBounds()
878            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
879    if (!quickRejected) {
880        Matrix4 initialTransform(*(renderer.currentTransform()));
881        renderer.setBaseTransform(initialTransform);
882
883        if (drawLayer) {
884            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
885                    renderer.getSaveCount() - 1, properties().getClipToBounds());
886        } else {
887            const int saveCountOffset = renderer.getSaveCount() - 1;
888            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
889            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
890                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
891
892                std::vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
893                buildZSortedChildList(chunk, zTranslatedNodes);
894
895                issueOperationsOf3dChildren(kNegativeZChildren,
896                        initialTransform, zTranslatedNodes, renderer, handler);
897
898
899                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
900                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
901#if DEBUG_DISPLAY_LIST
902                    op->output(handler.level() + 1);
903#endif
904                    handler(op, saveCountOffset, properties().getClipToBounds());
905
906                    if (CC_UNLIKELY(!mProjectedNodes.empty() && projectionReceiveIndex >= 0 &&
907                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
908                        issueOperationsOfProjectedChildren(renderer, handler);
909                    }
910                }
911
912                issueOperationsOf3dChildren(kPositiveZChildren,
913                        initialTransform, zTranslatedNodes, renderer, handler);
914            }
915        }
916    }
917
918    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
919    handler(new (alloc) RestoreToCountOp(restoreTo),
920            PROPERTY_SAVECOUNT, properties().getClipToBounds());
921
922    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
923    handler.endMark();
924}
925
926} /* namespace uirenderer */
927} /* namespace android */
928