RenderNode.cpp revision 2dc236b2bae13b9a0ed9b3f7320502aecd7983b3
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#include <utils/Trace.h>
29
30#include "DamageAccumulator.h"
31#include "Debug.h"
32#include "DisplayListOp.h"
33#include "DisplayListLogBuffer.h"
34#include "LayerRenderer.h"
35#include "OpenGLRenderer.h"
36#include "TreeInfo.h"
37#include "utils/MathUtils.h"
38#include "renderthread/CanvasContext.h"
39
40namespace android {
41namespace uirenderer {
42
43void RenderNode::outputLogBuffer(int fd) {
44    DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
45    if (logBuffer.isEmpty()) {
46        return;
47    }
48
49    FILE *file = fdopen(fd, "a");
50
51    fprintf(file, "\nRecent DisplayList operations\n");
52    logBuffer.outputCommands(file);
53
54    if (Caches::hasInstance()) {
55        String8 cachesLog;
56        Caches::getInstance().dumpMemoryUsage(cachesLog);
57        fprintf(file, "\nCaches:\n%s\n", cachesLog.string());
58    } else {
59        fprintf(file, "\nNo caches instance.\n");
60    }
61
62    fflush(file);
63}
64
65void RenderNode::debugDumpLayers(const char* prefix) {
66    if (mLayer) {
67        ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
68                prefix, this, getName(), mLayer, mLayer->getFbo(),
69                mLayer->wasBuildLayered ? "true" : "false");
70    }
71    if (mDisplayListData) {
72        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
73            mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
74        }
75    }
76}
77
78RenderNode::RenderNode()
79        : mDirtyPropertyFields(0)
80        , mNeedsDisplayListDataSync(false)
81        , mDisplayListData(0)
82        , mStagingDisplayListData(0)
83        , mAnimatorManager(*this)
84        , mLayer(0)
85        , mParentCount(0) {
86}
87
88RenderNode::~RenderNode() {
89    deleteDisplayListData();
90    delete mStagingDisplayListData;
91    LayerRenderer::destroyLayerDeferred(mLayer);
92}
93
94void RenderNode::setStagingDisplayList(DisplayListData* data) {
95    mNeedsDisplayListDataSync = true;
96    delete mStagingDisplayListData;
97    mStagingDisplayListData = data;
98    if (mStagingDisplayListData) {
99        Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
100    }
101}
102
103/**
104 * This function is a simplified version of replay(), where we simply retrieve and log the
105 * display list. This function should remain in sync with the replay() function.
106 */
107void RenderNode::output(uint32_t level) {
108    ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
109            getName(), isRenderable());
110    ALOGD("%*s%s %d", level * 2, "", "Save",
111            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
112
113    properties().debugOutputProperties(level);
114    int flags = DisplayListOp::kOpLogFlag_Recurse;
115    if (mDisplayListData) {
116        // TODO: consider printing the chunk boundaries here
117        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
118            mDisplayListData->displayListOps[i]->output(level, flags);
119        }
120    }
121
122    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
123}
124
125int RenderNode::getDebugSize() {
126    int size = sizeof(RenderNode);
127    if (mStagingDisplayListData) {
128        size += mStagingDisplayListData->getUsedSize();
129    }
130    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
131        size += mDisplayListData->getUsedSize();
132    }
133    return size;
134}
135
136void RenderNode::prepareTree(TreeInfo& info) {
137    ATRACE_CALL();
138    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
139
140    prepareTreeImpl(info);
141}
142
143void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
144    mAnimatorManager.addAnimator(animator);
145}
146
147void RenderNode::damageSelf(TreeInfo& info) {
148    if (isRenderable()) {
149        if (properties().getClipDamageToBounds()) {
150            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
151        } else {
152            // Hope this is big enough?
153            // TODO: Get this from the display list ops or something
154            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
155        }
156    }
157}
158
159void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
160    LayerType layerType = properties().layerProperties().type();
161    if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
162        // Damage applied so far needs to affect our parent, but does not require
163        // the layer to be updated. So we pop/push here to clear out the current
164        // damage and get a clean state for display list or children updates to
165        // affect, which will require the layer to be updated
166        info.damageAccumulator->popTransform();
167        info.damageAccumulator->pushTransform(this);
168        if (dirtyMask & DISPLAY_LIST) {
169            damageSelf(info);
170        }
171    }
172}
173
174void RenderNode::pushLayerUpdate(TreeInfo& info) {
175    LayerType layerType = properties().layerProperties().type();
176    // If we are not a layer OR we cannot be rendered (eg, view was detached)
177    // we need to destroy any Layers we may have had previously
178    if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
179        if (CC_UNLIKELY(mLayer)) {
180            LayerRenderer::destroyLayer(mLayer);
181            mLayer = NULL;
182        }
183        return;
184    }
185
186    bool transformUpdateNeeded = false;
187    if (!mLayer) {
188        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
189        applyLayerPropertiesToLayer(info);
190        damageSelf(info);
191        transformUpdateNeeded = true;
192    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
193        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
194            LayerRenderer::destroyLayer(mLayer);
195            mLayer = 0;
196        }
197        damageSelf(info);
198        transformUpdateNeeded = true;
199    }
200
201    SkRect dirty;
202    info.damageAccumulator->peekAtDirty(&dirty);
203
204    if (!mLayer) {
205        if (info.errorHandler) {
206            std::string msg = "Unable to create layer for ";
207            msg += getName();
208            info.errorHandler->onError(msg);
209        }
210        return;
211    }
212
213    if (transformUpdateNeeded) {
214        // update the transform in window of the layer to reset its origin wrt light source position
215        Matrix4 windowTransform;
216        info.damageAccumulator->computeCurrentTransform(&windowTransform);
217        mLayer->setWindowTransform(windowTransform);
218    }
219
220    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
221        dirty.roundOut();
222        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
223    }
224    // This is not inside the above if because we may have called
225    // updateDeferred on a previous prepare pass that didn't have a renderer
226    if (info.renderer && mLayer->deferredUpdateScheduled) {
227        info.renderer->pushLayerUpdate(mLayer);
228    }
229
230    if (CC_UNLIKELY(info.canvasContext)) {
231        // If canvasContext is not null that means there are prefetched layers
232        // that need to be accounted for. That might be us, so tell CanvasContext
233        // that this layer is in the tree and should not be destroyed.
234        info.canvasContext->markLayerInUse(this);
235    }
236}
237
238void RenderNode::prepareTreeImpl(TreeInfo& info) {
239    info.damageAccumulator->pushTransform(this);
240
241    if (info.mode == TreeInfo::MODE_FULL) {
242        pushStagingPropertiesChanges(info);
243    }
244    uint32_t animatorDirtyMask = 0;
245    if (CC_LIKELY(info.runAnimations)) {
246        animatorDirtyMask = mAnimatorManager.animate(info);
247    }
248    prepareLayer(info, animatorDirtyMask);
249    if (info.mode == TreeInfo::MODE_FULL) {
250        pushStagingDisplayListChanges(info);
251    }
252    prepareSubTree(info, mDisplayListData);
253    pushLayerUpdate(info);
254
255    info.damageAccumulator->popTransform();
256}
257
258void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
259    // Push the animators first so that setupStartValueIfNecessary() is called
260    // before properties() is trampled by stagingProperties(), as they are
261    // required by some animators.
262    if (CC_LIKELY(info.runAnimations)) {
263        mAnimatorManager.pushStaging();
264    }
265    if (mDirtyPropertyFields) {
266        mDirtyPropertyFields = 0;
267        damageSelf(info);
268        info.damageAccumulator->popTransform();
269        mProperties = mStagingProperties;
270        applyLayerPropertiesToLayer(info);
271        // We could try to be clever and only re-damage if the matrix changed.
272        // However, we don't need to worry about that. The cost of over-damaging
273        // here is only going to be a single additional map rect of this node
274        // plus a rect join(). The parent's transform (and up) will only be
275        // performed once.
276        info.damageAccumulator->pushTransform(this);
277        damageSelf(info);
278    }
279}
280
281void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
282    if (CC_LIKELY(!mLayer)) return;
283
284    const LayerProperties& props = properties().layerProperties();
285    mLayer->setAlpha(props.alpha(), props.xferMode());
286    mLayer->setColorFilter(props.colorFilter());
287    mLayer->setBlend(props.needsBlending());
288}
289
290void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
291    if (mNeedsDisplayListDataSync) {
292        mNeedsDisplayListDataSync = false;
293        // Make sure we inc first so that we don't fluctuate between 0 and 1,
294        // which would thrash the layer cache
295        if (mStagingDisplayListData) {
296            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
297                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
298            }
299        }
300        deleteDisplayListData();
301        mDisplayListData = mStagingDisplayListData;
302        mStagingDisplayListData = NULL;
303        if (mDisplayListData) {
304            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
305                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, NULL);
306            }
307        }
308        damageSelf(info);
309    }
310}
311
312void RenderNode::deleteDisplayListData() {
313    if (mDisplayListData) {
314        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
315            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
316        }
317    }
318    delete mDisplayListData;
319    mDisplayListData = NULL;
320}
321
322void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
323    if (subtree) {
324        TextureCache& cache = Caches::getInstance().textureCache;
325        info.out.hasFunctors |= subtree->functors.size();
326        // TODO: Fix ownedBitmapResources to not require disabling prepareTextures
327        // and thus falling out of async drawing path.
328        if (subtree->ownedBitmapResources.size()) {
329            info.prepareTextures = false;
330        }
331        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
332            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
333        }
334        for (size_t i = 0; i < subtree->children().size(); i++) {
335            DrawRenderNodeOp* op = subtree->children()[i];
336            RenderNode* childNode = op->mRenderNode;
337            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
338            childNode->prepareTreeImpl(info);
339            info.damageAccumulator->popTransform();
340        }
341    }
342}
343
344void RenderNode::destroyHardwareResources() {
345    if (mLayer) {
346        LayerRenderer::destroyLayer(mLayer);
347        mLayer = NULL;
348    }
349    if (mDisplayListData) {
350        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
351            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
352        }
353        if (mNeedsDisplayListDataSync) {
354            // Next prepare tree we are going to push a new display list, so we can
355            // drop our current one now
356            deleteDisplayListData();
357        }
358    }
359}
360
361void RenderNode::decParentRefCount() {
362    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
363    mParentCount--;
364    if (!mParentCount) {
365        // If a child of ours is being attached to our parent then this will incorrectly
366        // destroy its hardware resources. However, this situation is highly unlikely
367        // and the failure is "just" that the layer is re-created, so this should
368        // be safe enough
369        destroyHardwareResources();
370    }
371}
372
373/*
374 * For property operations, we pass a savecount of 0, since the operations aren't part of the
375 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
376 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
377 */
378#define PROPERTY_SAVECOUNT 0
379
380template <class T>
381void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
382#if DEBUG_DISPLAY_LIST
383    properties().debugOutputProperties(handler.level() + 1);
384#endif
385    if (properties().getLeft() != 0 || properties().getTop() != 0) {
386        renderer.translate(properties().getLeft(), properties().getTop());
387    }
388    if (properties().getStaticMatrix()) {
389        renderer.concatMatrix(*properties().getStaticMatrix());
390    } else if (properties().getAnimationMatrix()) {
391        renderer.concatMatrix(*properties().getAnimationMatrix());
392    }
393    if (properties().hasTransformMatrix()) {
394        if (properties().isTransformTranslateOnly()) {
395            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
396        } else {
397            renderer.concatMatrix(*properties().getTransformMatrix());
398        }
399    }
400    const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
401    int clipFlags = properties().getClippingFlags();
402    if (properties().getAlpha() < 1) {
403        if (isLayer) {
404            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
405
406            renderer.setOverrideLayerAlpha(properties().getAlpha());
407        } else if (!properties().getHasOverlappingRendering()) {
408            renderer.scaleAlpha(properties().getAlpha());
409        } else {
410            Rect layerBounds(0, 0, getWidth(), getHeight());
411            int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
412            if (clipFlags) {
413                saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
414                properties().getClippingRectForFlags(clipFlags, &layerBounds);
415                clipFlags = 0; // all clipping done by saveLayer
416            }
417
418            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
419                    layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
420                    properties().getAlpha() * 255, saveFlags);
421            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
422        }
423    }
424    if (clipFlags) {
425        Rect clipRect;
426        properties().getClippingRectForFlags(clipFlags, &clipRect);
427        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
428                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
429                SkRegion::kIntersect_Op);
430        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
431    }
432
433    // TODO: support nesting round rect clips
434    if (mProperties.getRevealClip().willClip()) {
435        Rect bounds;
436        mProperties.getRevealClip().getBounds(&bounds);
437        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
438    } else if (mProperties.getOutline().willClip()) {
439        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
440    }
441}
442
443/**
444 * Apply property-based transformations to input matrix
445 *
446 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
447 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
448 */
449void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
450    if (properties().getLeft() != 0 || properties().getTop() != 0) {
451        matrix.translate(properties().getLeft(), properties().getTop());
452    }
453    if (properties().getStaticMatrix()) {
454        mat4 stat(*properties().getStaticMatrix());
455        matrix.multiply(stat);
456    } else if (properties().getAnimationMatrix()) {
457        mat4 anim(*properties().getAnimationMatrix());
458        matrix.multiply(anim);
459    }
460
461    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
462    if (properties().hasTransformMatrix() || applyTranslationZ) {
463        if (properties().isTransformTranslateOnly()) {
464            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
465                    true3dTransform ? properties().getZ() : 0.0f);
466        } else {
467            if (!true3dTransform) {
468                matrix.multiply(*properties().getTransformMatrix());
469            } else {
470                mat4 true3dMat;
471                true3dMat.loadTranslate(
472                        properties().getPivotX() + properties().getTranslationX(),
473                        properties().getPivotY() + properties().getTranslationY(),
474                        properties().getZ());
475                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
476                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
477                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
478                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
479                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
480
481                matrix.multiply(true3dMat);
482            }
483        }
484    }
485}
486
487/**
488 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
489 *
490 * This should be called before a call to defer() or drawDisplayList()
491 *
492 * Each DisplayList that serves as a 3d root builds its list of composited children,
493 * which are flagged to not draw in the standard draw loop.
494 */
495void RenderNode::computeOrdering() {
496    ATRACE_CALL();
497    mProjectedNodes.clear();
498
499    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
500    // transform properties are applied correctly to top level children
501    if (mDisplayListData == NULL) return;
502    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
503        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
504        childOp->mRenderNode->computeOrderingImpl(childOp,
505                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
506    }
507}
508
509void RenderNode::computeOrderingImpl(
510        DrawRenderNodeOp* opState,
511        const SkPath* outlineOfProjectionSurface,
512        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
513        const mat4* transformFromProjectionSurface) {
514    mProjectedNodes.clear();
515    if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
516
517    // TODO: should avoid this calculation in most cases
518    // TODO: just calculate single matrix, down to all leaf composited elements
519    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
520    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
521
522    if (properties().getProjectBackwards()) {
523        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
524        opState->mSkipInOrderDraw = true;
525        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
526        compositedChildrenOfProjectionSurface->add(opState);
527    } else {
528        // standard in order draw
529        opState->mSkipInOrderDraw = false;
530    }
531
532    if (mDisplayListData->children().size() > 0) {
533        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
534        bool haveAppliedPropertiesToProjection = false;
535        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
536            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
537            RenderNode* child = childOp->mRenderNode;
538
539            const SkPath* projectionOutline = NULL;
540            Vector<DrawRenderNodeOp*>* projectionChildren = NULL;
541            const mat4* projectionTransform = NULL;
542            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
543                // if receiving projections, collect projecting descendent
544
545                // Note that if a direct descendent is projecting backwards, we pass it's
546                // grandparent projection collection, since it shouldn't project onto it's
547                // parent, where it will already be drawing.
548                projectionOutline = properties().getOutline().getPath();
549                projectionChildren = &mProjectedNodes;
550                projectionTransform = &mat4::identity();
551            } else {
552                if (!haveAppliedPropertiesToProjection) {
553                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
554                    haveAppliedPropertiesToProjection = true;
555                }
556                projectionOutline = outlineOfProjectionSurface;
557                projectionChildren = compositedChildrenOfProjectionSurface;
558                projectionTransform = &localTransformFromProjectionSurface;
559            }
560            child->computeOrderingImpl(childOp,
561                    projectionOutline, projectionChildren, projectionTransform);
562        }
563    }
564}
565
566class DeferOperationHandler {
567public:
568    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
569        : mDeferStruct(deferStruct), mLevel(level) {}
570    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
571        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
572    }
573    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
574    inline void startMark(const char* name) {} // do nothing
575    inline void endMark() {}
576    inline int level() { return mLevel; }
577    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
578    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
579
580private:
581    DeferStateStruct& mDeferStruct;
582    const int mLevel;
583};
584
585void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
586    DeferOperationHandler handler(deferStruct, level);
587    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
588}
589
590class ReplayOperationHandler {
591public:
592    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
593        : mReplayStruct(replayStruct), mLevel(level) {}
594    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
595#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
596        mReplayStruct.mRenderer.eventMark(operation->name());
597#endif
598        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
599    }
600    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
601    inline void startMark(const char* name) {
602        mReplayStruct.mRenderer.startMark(name);
603    }
604    inline void endMark() {
605        mReplayStruct.mRenderer.endMark();
606    }
607    inline int level() { return mLevel; }
608    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
609    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
610
611private:
612    ReplayStateStruct& mReplayStruct;
613    const int mLevel;
614};
615
616void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
617    ReplayOperationHandler handler(replayStruct, level);
618    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
619}
620
621void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
622        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
623    if (chunk.beginChildIndex == chunk.endChildIndex) return;
624
625    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
626        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
627        RenderNode* child = childOp->mRenderNode;
628        float childZ = child->properties().getZ();
629
630        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
631            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
632            childOp->mSkipInOrderDraw = true;
633        } else if (!child->properties().getProjectBackwards()) {
634            // regular, in order drawing DisplayList
635            childOp->mSkipInOrderDraw = false;
636        }
637    }
638
639    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
640    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
641}
642
643template <class T>
644void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
645    if (properties().getAlpha() <= 0.0f
646            || properties().getOutline().getAlpha() <= 0.0f
647            || !properties().getOutline().getPath()) {
648        // no shadow to draw
649        return;
650    }
651
652    mat4 shadowMatrixXY(transformFromParent);
653    applyViewPropertyTransforms(shadowMatrixXY);
654
655    // Z matrix needs actual 3d transformation, so mapped z values will be correct
656    mat4 shadowMatrixZ(transformFromParent);
657    applyViewPropertyTransforms(shadowMatrixZ, true);
658
659    const SkPath* casterOutlinePath = properties().getOutline().getPath();
660    const SkPath* revealClipPath = properties().getRevealClip().getPath();
661    if (revealClipPath && revealClipPath->isEmpty()) return;
662
663    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
664
665    const SkPath* outlinePath = casterOutlinePath;
666    if (revealClipPath) {
667        // if we can't simply use the caster's path directly, create a temporary one
668        SkPath* frameAllocatedPath = handler.allocPathForFrame();
669
670        // intersect the outline with the convex reveal clip
671        Op(*casterOutlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
672        outlinePath = frameAllocatedPath;
673    }
674
675    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
676            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
677    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
678}
679
680#define SHADOW_DELTA 0.1f
681
682template <class T>
683void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
684        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
685        OpenGLRenderer& renderer, T& handler) {
686    const int size = zTranslatedNodes.size();
687    if (size == 0
688            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
689            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
690        // no 3d children to draw
691        return;
692    }
693
694    // Apply the base transform of the parent of the 3d children. This isolates
695    // 3d children of the current chunk from transformations made in previous chunks.
696    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
697    renderer.setMatrix(initialTransform);
698
699    /**
700     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
701     * with very similar Z heights to draw together.
702     *
703     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
704     * underneath both, and neither's shadow is drawn on top of the other.
705     */
706    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
707    size_t drawIndex, shadowIndex, endIndex;
708    if (mode == kNegativeZChildren) {
709        drawIndex = 0;
710        endIndex = nonNegativeIndex;
711        shadowIndex = endIndex; // draw no shadows
712    } else {
713        drawIndex = nonNegativeIndex;
714        endIndex = size;
715        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
716    }
717
718    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
719            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
720
721    float lastCasterZ = 0.0f;
722    while (shadowIndex < endIndex || drawIndex < endIndex) {
723        if (shadowIndex < endIndex) {
724            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
725            RenderNode* caster = casterOp->mRenderNode;
726            const float casterZ = zTranslatedNodes[shadowIndex].key;
727            // attempt to render the shadow if the caster about to be drawn is its caster,
728            // OR if its caster's Z value is similar to the previous potential caster
729            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
730                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
731
732                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
733                shadowIndex++;
734                continue;
735            }
736        }
737
738        // only the actual child DL draw needs to be in save/restore,
739        // since it modifies the renderer's matrix
740        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
741
742        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
743        RenderNode* child = childOp->mRenderNode;
744
745        renderer.concatMatrix(childOp->mTransformFromParent);
746        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
747        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
748        childOp->mSkipInOrderDraw = true;
749
750        renderer.restoreToCount(restoreTo);
751        drawIndex++;
752    }
753    renderer.restoreToCount(rootRestoreTo);
754}
755
756template <class T>
757void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
758    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
759    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
760    int restoreTo = renderer.getSaveCount();
761
762    LinearAllocator& alloc = handler.allocator();
763    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
764            PROPERTY_SAVECOUNT, properties().getClipToBounds());
765
766    // Transform renderer to match background we're projecting onto
767    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
768    const DisplayListOp* op =
769            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
770    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
771    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
772    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
773
774    // If the projection reciever has an outline, we mask each of the projected rendernodes to it
775    // Either with clipRect, or special saveLayer masking
776    if (projectionReceiverOutline != NULL) {
777        const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
778        if (projectionReceiverOutline->isRect(NULL)) {
779            // mask to the rect outline simply with clipRect
780            ClipRectOp* clipOp = new (alloc) ClipRectOp(
781                    outlineBounds.left(), outlineBounds.top(),
782                    outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
783            handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
784        } else {
785            // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
786            SaveLayerOp* op = new (alloc) SaveLayerOp(
787                    outlineBounds.left(), outlineBounds.top(),
788                    outlineBounds.right(), outlineBounds.bottom(),
789                    255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
790            op->setMask(projectionReceiverOutline);
791            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
792
793            /* TODO: add optimizations here to take advantage of placement/size of projected
794             * children (which may shrink saveLayer area significantly). This is dependent on
795             * passing actual drawing/dirtying bounds of projected content down to native.
796             */
797        }
798    }
799
800    // draw projected nodes
801    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
802        DrawRenderNodeOp* childOp = mProjectedNodes[i];
803
804        // matrix save, concat, and restore can be done safely without allocating operations
805        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
806        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
807        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
808        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
809        childOp->mSkipInOrderDraw = true;
810        renderer.restoreToCount(restoreTo);
811    }
812
813    if (projectionReceiverOutline != NULL) {
814        handler(new (alloc) RestoreToCountOp(restoreTo),
815                PROPERTY_SAVECOUNT, properties().getClipToBounds());
816    }
817}
818
819/**
820 * This function serves both defer and replay modes, and will organize the displayList's component
821 * operations for a single frame:
822 *
823 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
824 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
825 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
826 * defer vs replay logic, per operation
827 */
828template <class T>
829void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
830    const int level = handler.level();
831    if (mDisplayListData->isEmpty()) {
832        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
833        return;
834    }
835
836    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer));
837    // If we are updating the contents of mLayer, we don't want to apply any of
838    // the RenderNode's properties to this issueOperations pass. Those will all
839    // be applied when the layer is drawn, aka when this is true.
840    const bool useViewProperties = (!mLayer || drawLayer);
841    if (useViewProperties) {
842        const Outline& outline = properties().getOutline();
843        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
844            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
845            return;
846        }
847    }
848
849    handler.startMark(getName());
850
851#if DEBUG_DISPLAY_LIST
852    const Rect& clipRect = renderer.getLocalClipBounds();
853    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
854            level * 2, "", this, getName(),
855            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
856#endif
857
858    LinearAllocator& alloc = handler.allocator();
859    int restoreTo = renderer.getSaveCount();
860    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
861            PROPERTY_SAVECOUNT, properties().getClipToBounds());
862
863    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
864            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
865
866    if (useViewProperties) {
867        setViewProperties<T>(renderer, handler);
868    }
869
870    bool quickRejected = properties().getClipToBounds()
871            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
872    if (!quickRejected) {
873        Matrix4 initialTransform(*(renderer.currentTransform()));
874
875        if (drawLayer) {
876            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
877                    renderer.getSaveCount() - 1, properties().getClipToBounds());
878        } else {
879            const int saveCountOffset = renderer.getSaveCount() - 1;
880            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
881            DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
882            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
883                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
884
885                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
886                buildZSortedChildList(chunk, zTranslatedNodes);
887
888                issueOperationsOf3dChildren(kNegativeZChildren,
889                        initialTransform, zTranslatedNodes, renderer, handler);
890
891
892                for (int opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
893                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
894#if DEBUG_DISPLAY_LIST
895                    op->output(level + 1);
896#endif
897                    logBuffer.writeCommand(level, op->name());
898                    handler(op, saveCountOffset, properties().getClipToBounds());
899
900                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && opIndex == projectionReceiveIndex)) {
901                        issueOperationsOfProjectedChildren(renderer, handler);
902                    }
903                }
904
905                issueOperationsOf3dChildren(kPositiveZChildren,
906                        initialTransform, zTranslatedNodes, renderer, handler);
907            }
908        }
909    }
910
911    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
912    handler(new (alloc) RestoreToCountOp(restoreTo),
913            PROPERTY_SAVECOUNT, properties().getClipToBounds());
914    renderer.setOverrideLayerAlpha(1.0f);
915
916    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
917    handler.endMark();
918}
919
920} /* namespace uirenderer */
921} /* namespace android */
922