RenderNode.cpp revision 2ae07339824efc50468f971ff8920ff0b894cad4
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)", (level - 1) * 2, "", this,
87            getName(),
88            (properties().hasShadow() ? ", casting shadow" : ""),
89            (isRenderable() ? "" : ", empty"),
90            (mLayer != nullptr ? ", on HW Layer" : ""));
91    ALOGD("%*s%s %d", level * 2, "", "Save",
92            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
93
94    properties().debugOutputProperties(level);
95    int flags = DisplayListOp::kOpLogFlag_Recurse;
96    if (mDisplayListData) {
97        // TODO: consider printing the chunk boundaries here
98        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
99            mDisplayListData->displayListOps[i]->output(level, flags);
100        }
101    }
102
103    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
104}
105
106int RenderNode::getDebugSize() {
107    int size = sizeof(RenderNode);
108    if (mStagingDisplayListData) {
109        size += mStagingDisplayListData->getUsedSize();
110    }
111    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
112        size += mDisplayListData->getUsedSize();
113    }
114    return size;
115}
116
117void RenderNode::prepareTree(TreeInfo& info) {
118    ATRACE_CALL();
119    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
120
121    prepareTreeImpl(info);
122}
123
124void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
125    mAnimatorManager.addAnimator(animator);
126}
127
128void RenderNode::damageSelf(TreeInfo& info) {
129    if (isRenderable()) {
130        if (properties().getClipDamageToBounds()) {
131            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
132        } else {
133            // Hope this is big enough?
134            // TODO: Get this from the display list ops or something
135            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
136        }
137    }
138}
139
140void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
141    LayerType layerType = properties().layerProperties().type();
142    if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
143        // Damage applied so far needs to affect our parent, but does not require
144        // the layer to be updated. So we pop/push here to clear out the current
145        // damage and get a clean state for display list or children updates to
146        // affect, which will require the layer to be updated
147        info.damageAccumulator->popTransform();
148        info.damageAccumulator->pushTransform(this);
149        if (dirtyMask & DISPLAY_LIST) {
150            damageSelf(info);
151        }
152    }
153}
154
155void RenderNode::pushLayerUpdate(TreeInfo& info) {
156    LayerType layerType = properties().layerProperties().type();
157    // If we are not a layer OR we cannot be rendered (eg, view was detached)
158    // we need to destroy any Layers we may have had previously
159    if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
160        if (CC_UNLIKELY(mLayer)) {
161            LayerRenderer::destroyLayer(mLayer);
162            mLayer = nullptr;
163        }
164        return;
165    }
166
167    bool transformUpdateNeeded = false;
168    if (!mLayer) {
169        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
170        applyLayerPropertiesToLayer(info);
171        damageSelf(info);
172        transformUpdateNeeded = true;
173    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
174        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
175            LayerRenderer::destroyLayer(mLayer);
176            mLayer = nullptr;
177        }
178        damageSelf(info);
179        transformUpdateNeeded = true;
180    }
181
182    SkRect dirty;
183    info.damageAccumulator->peekAtDirty(&dirty);
184
185    if (!mLayer) {
186        Caches::getInstance().dumpMemoryUsage();
187        if (info.errorHandler) {
188            std::string msg = "Unable to create layer for ";
189            msg += getName();
190            info.errorHandler->onError(msg);
191        }
192        return;
193    }
194
195    if (transformUpdateNeeded) {
196        // update the transform in window of the layer to reset its origin wrt light source position
197        Matrix4 windowTransform;
198        info.damageAccumulator->computeCurrentTransform(&windowTransform);
199        mLayer->setWindowTransform(windowTransform);
200    }
201
202    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
203        dirty.roundOut(&dirty);
204        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
205    }
206    // This is not inside the above if because we may have called
207    // updateDeferred on a previous prepare pass that didn't have a renderer
208    if (info.renderer && mLayer->deferredUpdateScheduled) {
209        info.renderer->pushLayerUpdate(mLayer);
210    }
211
212    if (CC_UNLIKELY(info.canvasContext)) {
213        // If canvasContext is not null that means there are prefetched layers
214        // that need to be accounted for. That might be us, so tell CanvasContext
215        // that this layer is in the tree and should not be destroyed.
216        info.canvasContext->markLayerInUse(this);
217    }
218}
219
220void RenderNode::prepareTreeImpl(TreeInfo& info) {
221    info.damageAccumulator->pushTransform(this);
222
223    if (info.mode == TreeInfo::MODE_FULL) {
224        pushStagingPropertiesChanges(info);
225    }
226    uint32_t animatorDirtyMask = 0;
227    if (CC_LIKELY(info.runAnimations)) {
228        animatorDirtyMask = mAnimatorManager.animate(info);
229    }
230    prepareLayer(info, animatorDirtyMask);
231    if (info.mode == TreeInfo::MODE_FULL) {
232        pushStagingDisplayListChanges(info);
233    }
234    prepareSubTree(info, mDisplayListData);
235    pushLayerUpdate(info);
236
237    info.damageAccumulator->popTransform();
238}
239
240void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
241    // Push the animators first so that setupStartValueIfNecessary() is called
242    // before properties() is trampled by stagingProperties(), as they are
243    // required by some animators.
244    if (CC_LIKELY(info.runAnimations)) {
245        mAnimatorManager.pushStaging();
246    }
247    if (mDirtyPropertyFields) {
248        mDirtyPropertyFields = 0;
249        damageSelf(info);
250        info.damageAccumulator->popTransform();
251        mProperties = mStagingProperties;
252        applyLayerPropertiesToLayer(info);
253        // We could try to be clever and only re-damage if the matrix changed.
254        // However, we don't need to worry about that. The cost of over-damaging
255        // here is only going to be a single additional map rect of this node
256        // plus a rect join(). The parent's transform (and up) will only be
257        // performed once.
258        info.damageAccumulator->pushTransform(this);
259        damageSelf(info);
260    }
261}
262
263void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
264    if (CC_LIKELY(!mLayer)) return;
265
266    const LayerProperties& props = properties().layerProperties();
267    mLayer->setAlpha(props.alpha(), props.xferMode());
268    mLayer->setColorFilter(props.colorFilter());
269    mLayer->setBlend(props.needsBlending());
270}
271
272void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
273    if (mNeedsDisplayListDataSync) {
274        mNeedsDisplayListDataSync = false;
275        // Make sure we inc first so that we don't fluctuate between 0 and 1,
276        // which would thrash the layer cache
277        if (mStagingDisplayListData) {
278            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
279                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
280            }
281        }
282        // Damage with the old display list first then the new one to catch any
283        // changes in isRenderable or, in the future, bounds
284        damageSelf(info);
285        deleteDisplayListData();
286        // TODO: Remove this caches stuff
287        if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
288            Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
289        }
290        mDisplayListData = mStagingDisplayListData;
291        mStagingDisplayListData = nullptr;
292        if (mDisplayListData) {
293            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
294                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
295            }
296        }
297        damageSelf(info);
298    }
299}
300
301void RenderNode::deleteDisplayListData() {
302    if (mDisplayListData) {
303        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
304            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
305        }
306        if (mDisplayListData->functors.size()) {
307            Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
308        }
309    }
310    delete mDisplayListData;
311    mDisplayListData = nullptr;
312}
313
314void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
315    if (subtree) {
316        TextureCache& cache = Caches::getInstance().textureCache;
317        info.out.hasFunctors |= subtree->functors.size();
318        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
319            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
320        }
321        for (size_t i = 0; i < subtree->children().size(); i++) {
322            DrawRenderNodeOp* op = subtree->children()[i];
323            RenderNode* childNode = op->mRenderNode;
324            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
325            childNode->prepareTreeImpl(info);
326            info.damageAccumulator->popTransform();
327        }
328    }
329}
330
331void RenderNode::destroyHardwareResources() {
332    if (mLayer) {
333        LayerRenderer::destroyLayer(mLayer);
334        mLayer = nullptr;
335    }
336    if (mDisplayListData) {
337        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
338            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
339        }
340        if (mNeedsDisplayListDataSync) {
341            // Next prepare tree we are going to push a new display list, so we can
342            // drop our current one now
343            deleteDisplayListData();
344        }
345    }
346}
347
348void RenderNode::decParentRefCount() {
349    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
350    mParentCount--;
351    if (!mParentCount) {
352        // If a child of ours is being attached to our parent then this will incorrectly
353        // destroy its hardware resources. However, this situation is highly unlikely
354        // and the failure is "just" that the layer is re-created, so this should
355        // be safe enough
356        destroyHardwareResources();
357    }
358}
359
360/*
361 * For property operations, we pass a savecount of 0, since the operations aren't part of the
362 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
363 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
364 */
365#define PROPERTY_SAVECOUNT 0
366
367template <class T>
368void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
369#if DEBUG_DISPLAY_LIST
370    properties().debugOutputProperties(handler.level() + 1);
371#endif
372    if (properties().getLeft() != 0 || properties().getTop() != 0) {
373        renderer.translate(properties().getLeft(), properties().getTop());
374    }
375    if (properties().getStaticMatrix()) {
376        renderer.concatMatrix(*properties().getStaticMatrix());
377    } else if (properties().getAnimationMatrix()) {
378        renderer.concatMatrix(*properties().getAnimationMatrix());
379    }
380    if (properties().hasTransformMatrix()) {
381        if (properties().isTransformTranslateOnly()) {
382            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
383        } else {
384            renderer.concatMatrix(*properties().getTransformMatrix());
385        }
386    }
387    const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
388    int clipFlags = properties().getClippingFlags();
389    if (properties().getAlpha() < 1) {
390        if (isLayer) {
391            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
392
393            renderer.setOverrideLayerAlpha(properties().getAlpha());
394        } else if (!properties().getHasOverlappingRendering()) {
395            renderer.scaleAlpha(properties().getAlpha());
396        } else {
397            Rect layerBounds(0, 0, getWidth(), getHeight());
398            int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
399            if (clipFlags) {
400                saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
401                properties().getClippingRectForFlags(clipFlags, &layerBounds);
402                clipFlags = 0; // all clipping done by saveLayer
403            }
404
405            ATRACE_FORMAT("%s alpha caused %ssaveLayer %dx%d",
406                    getName(), clipFlags ? "" : "unclipped ",
407                    (int)layerBounds.getWidth(), (int)layerBounds.getHeight());
408
409            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
410                    layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
411                    properties().getAlpha() * 255, saveFlags);
412            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
413        }
414    }
415    if (clipFlags) {
416        Rect clipRect;
417        properties().getClippingRectForFlags(clipFlags, &clipRect);
418        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
419                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
420                SkRegion::kIntersect_Op);
421        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
422    }
423
424    // TODO: support nesting round rect clips
425    if (mProperties.getRevealClip().willClip()) {
426        Rect bounds;
427        mProperties.getRevealClip().getBounds(&bounds);
428        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
429    } else if (mProperties.getOutline().willClip()) {
430        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
431    }
432}
433
434/**
435 * Apply property-based transformations to input matrix
436 *
437 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
438 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
439 */
440void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
441    if (properties().getLeft() != 0 || properties().getTop() != 0) {
442        matrix.translate(properties().getLeft(), properties().getTop());
443    }
444    if (properties().getStaticMatrix()) {
445        mat4 stat(*properties().getStaticMatrix());
446        matrix.multiply(stat);
447    } else if (properties().getAnimationMatrix()) {
448        mat4 anim(*properties().getAnimationMatrix());
449        matrix.multiply(anim);
450    }
451
452    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
453    if (properties().hasTransformMatrix() || applyTranslationZ) {
454        if (properties().isTransformTranslateOnly()) {
455            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
456                    true3dTransform ? properties().getZ() : 0.0f);
457        } else {
458            if (!true3dTransform) {
459                matrix.multiply(*properties().getTransformMatrix());
460            } else {
461                mat4 true3dMat;
462                true3dMat.loadTranslate(
463                        properties().getPivotX() + properties().getTranslationX(),
464                        properties().getPivotY() + properties().getTranslationY(),
465                        properties().getZ());
466                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
467                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
468                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
469                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
470                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
471
472                matrix.multiply(true3dMat);
473            }
474        }
475    }
476}
477
478/**
479 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
480 *
481 * This should be called before a call to defer() or drawDisplayList()
482 *
483 * Each DisplayList that serves as a 3d root builds its list of composited children,
484 * which are flagged to not draw in the standard draw loop.
485 */
486void RenderNode::computeOrdering() {
487    ATRACE_CALL();
488    mProjectedNodes.clear();
489
490    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
491    // transform properties are applied correctly to top level children
492    if (mDisplayListData == nullptr) return;
493    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
494        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
495        childOp->mRenderNode->computeOrderingImpl(childOp,
496                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
497    }
498}
499
500void RenderNode::computeOrderingImpl(
501        DrawRenderNodeOp* opState,
502        const SkPath* outlineOfProjectionSurface,
503        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
504        const mat4* transformFromProjectionSurface) {
505    mProjectedNodes.clear();
506    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
507
508    // TODO: should avoid this calculation in most cases
509    // TODO: just calculate single matrix, down to all leaf composited elements
510    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
511    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
512
513    if (properties().getProjectBackwards()) {
514        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
515        opState->mSkipInOrderDraw = true;
516        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
517        compositedChildrenOfProjectionSurface->add(opState);
518    } else {
519        // standard in order draw
520        opState->mSkipInOrderDraw = false;
521    }
522
523    if (mDisplayListData->children().size() > 0) {
524        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
525        bool haveAppliedPropertiesToProjection = false;
526        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
527            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
528            RenderNode* child = childOp->mRenderNode;
529
530            const SkPath* projectionOutline = nullptr;
531            Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
532            const mat4* projectionTransform = nullptr;
533            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
534                // if receiving projections, collect projecting descendent
535
536                // Note that if a direct descendent is projecting backwards, we pass it's
537                // grandparent projection collection, since it shouldn't project onto it's
538                // parent, where it will already be drawing.
539                projectionOutline = properties().getOutline().getPath();
540                projectionChildren = &mProjectedNodes;
541                projectionTransform = &mat4::identity();
542            } else {
543                if (!haveAppliedPropertiesToProjection) {
544                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
545                    haveAppliedPropertiesToProjection = true;
546                }
547                projectionOutline = outlineOfProjectionSurface;
548                projectionChildren = compositedChildrenOfProjectionSurface;
549                projectionTransform = &localTransformFromProjectionSurface;
550            }
551            child->computeOrderingImpl(childOp,
552                    projectionOutline, projectionChildren, projectionTransform);
553        }
554    }
555}
556
557class DeferOperationHandler {
558public:
559    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
560        : mDeferStruct(deferStruct), mLevel(level) {}
561    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
562        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
563    }
564    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
565    inline void startMark(const char* name) {} // do nothing
566    inline void endMark() {}
567    inline int level() { return mLevel; }
568    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
569    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
570
571private:
572    DeferStateStruct& mDeferStruct;
573    const int mLevel;
574};
575
576void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
577    DeferOperationHandler handler(deferStruct, level);
578    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
579}
580
581class ReplayOperationHandler {
582public:
583    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
584        : mReplayStruct(replayStruct), mLevel(level) {}
585    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
586#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
587        mReplayStruct.mRenderer.eventMark(operation->name());
588#endif
589        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
590    }
591    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
592    inline void startMark(const char* name) {
593        mReplayStruct.mRenderer.startMark(name);
594    }
595    inline void endMark() {
596        mReplayStruct.mRenderer.endMark();
597    }
598    inline int level() { return mLevel; }
599    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
600    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
601
602private:
603    ReplayStateStruct& mReplayStruct;
604    const int mLevel;
605};
606
607void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
608    ReplayOperationHandler handler(replayStruct, level);
609    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
610}
611
612void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
613        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
614    if (chunk.beginChildIndex == chunk.endChildIndex) return;
615
616    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
617        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
618        RenderNode* child = childOp->mRenderNode;
619        float childZ = child->properties().getZ();
620
621        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
622            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
623            childOp->mSkipInOrderDraw = true;
624        } else if (!child->properties().getProjectBackwards()) {
625            // regular, in order drawing DisplayList
626            childOp->mSkipInOrderDraw = false;
627        }
628    }
629
630    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
631    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
632}
633
634template <class T>
635void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
636    if (properties().getAlpha() <= 0.0f
637            || properties().getOutline().getAlpha() <= 0.0f
638            || !properties().getOutline().getPath()) {
639        // no shadow to draw
640        return;
641    }
642
643    mat4 shadowMatrixXY(transformFromParent);
644    applyViewPropertyTransforms(shadowMatrixXY);
645
646    // Z matrix needs actual 3d transformation, so mapped z values will be correct
647    mat4 shadowMatrixZ(transformFromParent);
648    applyViewPropertyTransforms(shadowMatrixZ, true);
649
650    const SkPath* casterOutlinePath = properties().getOutline().getPath();
651    const SkPath* revealClipPath = properties().getRevealClip().getPath();
652    if (revealClipPath && revealClipPath->isEmpty()) return;
653
654    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
655
656
657    // holds temporary SkPath to store the result of intersections
658    SkPath* frameAllocatedPath = nullptr;
659    const SkPath* outlinePath = casterOutlinePath;
660
661    // intersect the outline with the reveal clip, if present
662    if (revealClipPath) {
663        frameAllocatedPath = handler.allocPathForFrame();
664
665        Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
666        outlinePath = frameAllocatedPath;
667    }
668
669    // intersect the outline with the clipBounds, if present
670    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
671        if (!frameAllocatedPath) {
672            frameAllocatedPath = handler.allocPathForFrame();
673        }
674
675        Rect clipBounds;
676        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
677        SkPath clipBoundsPath;
678        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
679                clipBounds.right, clipBounds.bottom);
680
681        Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
682        outlinePath = frameAllocatedPath;
683    }
684
685    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
686            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
687    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
688}
689
690#define SHADOW_DELTA 0.1f
691
692template <class T>
693void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
694        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
695        OpenGLRenderer& renderer, T& handler) {
696    const int size = zTranslatedNodes.size();
697    if (size == 0
698            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
699            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
700        // no 3d children to draw
701        return;
702    }
703
704    // Apply the base transform of the parent of the 3d children. This isolates
705    // 3d children of the current chunk from transformations made in previous chunks.
706    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
707    renderer.setMatrix(initialTransform);
708
709    /**
710     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
711     * with very similar Z heights to draw together.
712     *
713     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
714     * underneath both, and neither's shadow is drawn on top of the other.
715     */
716    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
717    size_t drawIndex, shadowIndex, endIndex;
718    if (mode == kNegativeZChildren) {
719        drawIndex = 0;
720        endIndex = nonNegativeIndex;
721        shadowIndex = endIndex; // draw no shadows
722    } else {
723        drawIndex = nonNegativeIndex;
724        endIndex = size;
725        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
726    }
727
728    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
729            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
730
731    float lastCasterZ = 0.0f;
732    while (shadowIndex < endIndex || drawIndex < endIndex) {
733        if (shadowIndex < endIndex) {
734            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
735            RenderNode* caster = casterOp->mRenderNode;
736            const float casterZ = zTranslatedNodes[shadowIndex].key;
737            // attempt to render the shadow if the caster about to be drawn is its caster,
738            // OR if its caster's Z value is similar to the previous potential caster
739            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
740                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
741
742                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
743                shadowIndex++;
744                continue;
745            }
746        }
747
748        // only the actual child DL draw needs to be in save/restore,
749        // since it modifies the renderer's matrix
750        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
751
752        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
753
754        renderer.concatMatrix(childOp->mTransformFromParent);
755        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
756        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
757        childOp->mSkipInOrderDraw = true;
758
759        renderer.restoreToCount(restoreTo);
760        drawIndex++;
761    }
762    renderer.restoreToCount(rootRestoreTo);
763}
764
765template <class T>
766void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
767    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
768    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
769    int restoreTo = renderer.getSaveCount();
770
771    LinearAllocator& alloc = handler.allocator();
772    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
773            PROPERTY_SAVECOUNT, properties().getClipToBounds());
774
775    // Transform renderer to match background we're projecting onto
776    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
777    const DisplayListOp* op =
778            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
779    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
780    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
781    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
782
783    // If the projection reciever has an outline, we mask each of the projected rendernodes to it
784    // Either with clipRect, or special saveLayer masking
785    if (projectionReceiverOutline != nullptr) {
786        const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
787        if (projectionReceiverOutline->isRect(nullptr)) {
788            // mask to the rect outline simply with clipRect
789            ClipRectOp* clipOp = new (alloc) ClipRectOp(
790                    outlineBounds.left(), outlineBounds.top(),
791                    outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
792            handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
793        } else {
794            // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
795            SaveLayerOp* op = new (alloc) SaveLayerOp(
796                    outlineBounds.left(), outlineBounds.top(),
797                    outlineBounds.right(), outlineBounds.bottom(),
798                    255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
799            op->setMask(projectionReceiverOutline);
800            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
801
802            /* TODO: add optimizations here to take advantage of placement/size of projected
803             * children (which may shrink saveLayer area significantly). This is dependent on
804             * passing actual drawing/dirtying bounds of projected content down to native.
805             */
806        }
807    }
808
809    // draw projected nodes
810    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
811        DrawRenderNodeOp* childOp = mProjectedNodes[i];
812
813        // matrix save, concat, and restore can be done safely without allocating operations
814        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
815        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
816        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
817        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
818        childOp->mSkipInOrderDraw = true;
819        renderer.restoreToCount(restoreTo);
820    }
821
822    if (projectionReceiverOutline != nullptr) {
823        handler(new (alloc) RestoreToCountOp(restoreTo),
824                PROPERTY_SAVECOUNT, properties().getClipToBounds());
825    }
826}
827
828/**
829 * This function serves both defer and replay modes, and will organize the displayList's component
830 * operations for a single frame:
831 *
832 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
833 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
834 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
835 * defer vs replay logic, per operation
836 */
837template <class T>
838void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
839    const int level = handler.level();
840    if (mDisplayListData->isEmpty()) {
841        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
842        return;
843    }
844
845    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
846    // If we are updating the contents of mLayer, we don't want to apply any of
847    // the RenderNode's properties to this issueOperations pass. Those will all
848    // be applied when the layer is drawn, aka when this is true.
849    const bool useViewProperties = (!mLayer || drawLayer);
850    if (useViewProperties) {
851        const Outline& outline = properties().getOutline();
852        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
853            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
854            return;
855        }
856    }
857
858    handler.startMark(getName());
859
860#if DEBUG_DISPLAY_LIST
861    const Rect& clipRect = renderer.getLocalClipBounds();
862    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
863            level * 2, "", this, getName(),
864            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
865#endif
866
867    LinearAllocator& alloc = handler.allocator();
868    int restoreTo = renderer.getSaveCount();
869    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
870            PROPERTY_SAVECOUNT, properties().getClipToBounds());
871
872    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
873            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
874
875    if (useViewProperties) {
876        setViewProperties<T>(renderer, handler);
877    }
878
879    bool quickRejected = properties().getClipToBounds()
880            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
881    if (!quickRejected) {
882        Matrix4 initialTransform(*(renderer.currentTransform()));
883
884        if (drawLayer) {
885            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
886                    renderer.getSaveCount() - 1, properties().getClipToBounds());
887        } else {
888            const int saveCountOffset = renderer.getSaveCount() - 1;
889            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
890            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
891                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
892
893                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
894                buildZSortedChildList(chunk, zTranslatedNodes);
895
896                issueOperationsOf3dChildren(kNegativeZChildren,
897                        initialTransform, zTranslatedNodes, renderer, handler);
898
899
900                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
901                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
902#if DEBUG_DISPLAY_LIST
903                    op->output(level + 1);
904#endif
905                    handler(op, saveCountOffset, properties().getClipToBounds());
906
907                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
908                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
909                        issueOperationsOfProjectedChildren(renderer, handler);
910                    }
911                }
912
913                issueOperationsOf3dChildren(kPositiveZChildren,
914                        initialTransform, zTranslatedNodes, renderer, handler);
915            }
916        }
917    }
918
919    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
920    handler(new (alloc) RestoreToCountOp(restoreTo),
921            PROPERTY_SAVECOUNT, properties().getClipToBounds());
922    renderer.setOverrideLayerAlpha(1.0f);
923
924    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
925    handler.endMark();
926}
927
928} /* namespace uirenderer */
929} /* namespace android */
930