RenderNode.cpp revision 4e9d9b2a590105035c29f12ecf0689333e6b55e7
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%s%s)", (level - 1) * 2, "", this, 87 getName(), 88 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), 89 (properties().hasShadow() ? ", casting shadow" : ""), 90 (isRenderable() ? "" : ", empty"), 91 (properties().getProjectBackwards() ? ", projected" : ""), 92 (mLayer != nullptr ? ", on HW Layer" : "")); 93 ALOGD("%*s%s %d", level * 2, "", "Save", 94 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 95 96 properties().debugOutputProperties(level); 97 int flags = DisplayListOp::kOpLogFlag_Recurse; 98 if (mDisplayListData) { 99 // TODO: consider printing the chunk boundaries here 100 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { 101 mDisplayListData->displayListOps[i]->output(level, flags); 102 } 103 } 104 105 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); 106} 107 108int RenderNode::getDebugSize() { 109 int size = sizeof(RenderNode); 110 if (mStagingDisplayListData) { 111 size += mStagingDisplayListData->getUsedSize(); 112 } 113 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { 114 size += mDisplayListData->getUsedSize(); 115 } 116 return size; 117} 118 119void RenderNode::prepareTree(TreeInfo& info) { 120 ATRACE_CALL(); 121 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); 122 123 prepareTreeImpl(info); 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 (CC_UNLIKELY(info.canvasContext)) { 215 // If canvasContext is not null that means there are prefetched layers 216 // that need to be accounted for. That might be us, so tell CanvasContext 217 // that this layer is in the tree and should not be destroyed. 218 info.canvasContext->markLayerInUse(this); 219 } 220} 221 222void RenderNode::prepareTreeImpl(TreeInfo& info) { 223 info.damageAccumulator->pushTransform(this); 224 225 if (info.mode == TreeInfo::MODE_FULL) { 226 pushStagingPropertiesChanges(info); 227 } 228 uint32_t animatorDirtyMask = 0; 229 if (CC_LIKELY(info.runAnimations)) { 230 animatorDirtyMask = mAnimatorManager.animate(info); 231 } 232 prepareLayer(info, animatorDirtyMask); 233 if (info.mode == TreeInfo::MODE_FULL) { 234 pushStagingDisplayListChanges(info); 235 } 236 prepareSubTree(info, mDisplayListData); 237 pushLayerUpdate(info); 238 239 info.damageAccumulator->popTransform(); 240} 241 242void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { 243 // Push the animators first so that setupStartValueIfNecessary() is called 244 // before properties() is trampled by stagingProperties(), as they are 245 // required by some animators. 246 if (CC_LIKELY(info.runAnimations)) { 247 mAnimatorManager.pushStaging(); 248 } 249 if (mDirtyPropertyFields) { 250 mDirtyPropertyFields = 0; 251 damageSelf(info); 252 info.damageAccumulator->popTransform(); 253 mProperties = mStagingProperties; 254 applyLayerPropertiesToLayer(info); 255 // We could try to be clever and only re-damage if the matrix changed. 256 // However, we don't need to worry about that. The cost of over-damaging 257 // here is only going to be a single additional map rect of this node 258 // plus a rect join(). The parent's transform (and up) will only be 259 // performed once. 260 info.damageAccumulator->pushTransform(this); 261 damageSelf(info); 262 } 263} 264 265void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) { 266 if (CC_LIKELY(!mLayer)) return; 267 268 const LayerProperties& props = properties().layerProperties(); 269 mLayer->setAlpha(props.alpha(), props.xferMode()); 270 mLayer->setColorFilter(props.colorFilter()); 271 mLayer->setBlend(props.needsBlending()); 272} 273 274void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { 275 if (mNeedsDisplayListDataSync) { 276 mNeedsDisplayListDataSync = false; 277 // Make sure we inc first so that we don't fluctuate between 0 and 1, 278 // which would thrash the layer cache 279 if (mStagingDisplayListData) { 280 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { 281 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); 282 } 283 } 284 // Damage with the old display list first then the new one to catch any 285 // changes in isRenderable or, in the future, bounds 286 damageSelf(info); 287 deleteDisplayListData(); 288 // TODO: Remove this caches stuff 289 if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { 290 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); 291 } 292 mDisplayListData = mStagingDisplayListData; 293 mStagingDisplayListData = nullptr; 294 if (mDisplayListData) { 295 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { 296 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); 297 } 298 } 299 damageSelf(info); 300 } 301} 302 303void RenderNode::deleteDisplayListData() { 304 if (mDisplayListData) { 305 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 306 mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); 307 } 308 if (mDisplayListData->functors.size()) { 309 Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); 310 } 311 } 312 delete mDisplayListData; 313 mDisplayListData = nullptr; 314} 315 316void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) { 317 if (subtree) { 318 TextureCache& cache = Caches::getInstance().textureCache; 319 info.out.hasFunctors |= subtree->functors.size(); 320 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { 321 info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]); 322 } 323 for (size_t i = 0; i < subtree->children().size(); i++) { 324 DrawRenderNodeOp* op = subtree->children()[i]; 325 RenderNode* childNode = op->mRenderNode; 326 info.damageAccumulator->pushTransform(&op->mTransformFromParent); 327 childNode->prepareTreeImpl(info); 328 info.damageAccumulator->popTransform(); 329 } 330 } 331} 332 333void RenderNode::destroyHardwareResources() { 334 if (mLayer) { 335 LayerRenderer::destroyLayer(mLayer); 336 mLayer = nullptr; 337 } 338 if (mDisplayListData) { 339 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 340 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); 341 } 342 if (mNeedsDisplayListDataSync) { 343 // Next prepare tree we are going to push a new display list, so we can 344 // drop our current one now 345 deleteDisplayListData(); 346 } 347 } 348} 349 350void RenderNode::decParentRefCount() { 351 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); 352 mParentCount--; 353 if (!mParentCount) { 354 // If a child of ours is being attached to our parent then this will incorrectly 355 // destroy its hardware resources. However, this situation is highly unlikely 356 // and the failure is "just" that the layer is re-created, so this should 357 // be safe enough 358 destroyHardwareResources(); 359 } 360} 361 362/* 363 * For property operations, we pass a savecount of 0, since the operations aren't part of the 364 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in 365 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) 366 */ 367#define PROPERTY_SAVECOUNT 0 368 369template <class T> 370void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { 371#if DEBUG_DISPLAY_LIST 372 properties().debugOutputProperties(handler.level() + 1); 373#endif 374 if (properties().getLeft() != 0 || properties().getTop() != 0) { 375 renderer.translate(properties().getLeft(), properties().getTop()); 376 } 377 if (properties().getStaticMatrix()) { 378 renderer.concatMatrix(*properties().getStaticMatrix()); 379 } else if (properties().getAnimationMatrix()) { 380 renderer.concatMatrix(*properties().getAnimationMatrix()); 381 } 382 if (properties().hasTransformMatrix()) { 383 if (properties().isTransformTranslateOnly()) { 384 renderer.translate(properties().getTranslationX(), properties().getTranslationY()); 385 } else { 386 renderer.concatMatrix(*properties().getTransformMatrix()); 387 } 388 } 389 const bool isLayer = properties().effectiveLayerType() != LayerType::None; 390 int clipFlags = properties().getClippingFlags(); 391 if (properties().getAlpha() < 1) { 392 if (isLayer) { 393 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer 394 } 395 if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { 396 // simply scale rendering content's alpha 397 renderer.scaleAlpha(properties().getAlpha()); 398 } else { 399 // savelayer needed to create an offscreen buffer 400 Rect layerBounds(0, 0, getWidth(), getHeight()); 401 if (clipFlags) { 402 properties().getClippingRectForFlags(clipFlags, &layerBounds); 403 clipFlags = 0; // all clipping done by savelayer 404 } 405 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp( 406 layerBounds.left, layerBounds.top, 407 layerBounds.right, layerBounds.bottom, 408 (int) (properties().getAlpha() * 255), 409 SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); 410 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 411 } 412 413 if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { 414 // pretend alpha always causes savelayer to warn about 415 // performance problem affecting old versions 416 ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), 417 static_cast<int>(getWidth()), 418 static_cast<int>(getHeight())); 419 } 420 } 421 if (clipFlags) { 422 Rect clipRect; 423 properties().getClippingRectForFlags(clipFlags, &clipRect); 424 ClipRectOp* op = new (handler.allocator()) ClipRectOp( 425 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, 426 SkRegion::kIntersect_Op); 427 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 428 } 429 430 // TODO: support nesting round rect clips 431 if (mProperties.getRevealClip().willClip()) { 432 Rect bounds; 433 mProperties.getRevealClip().getBounds(&bounds); 434 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); 435 } else if (mProperties.getOutline().willClip()) { 436 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); 437 } 438} 439 440/** 441 * Apply property-based transformations to input matrix 442 * 443 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 444 * matrix computation instead of the Skia 3x3 matrix + camera hackery. 445 */ 446void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { 447 if (properties().getLeft() != 0 || properties().getTop() != 0) { 448 matrix.translate(properties().getLeft(), properties().getTop()); 449 } 450 if (properties().getStaticMatrix()) { 451 mat4 stat(*properties().getStaticMatrix()); 452 matrix.multiply(stat); 453 } else if (properties().getAnimationMatrix()) { 454 mat4 anim(*properties().getAnimationMatrix()); 455 matrix.multiply(anim); 456 } 457 458 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); 459 if (properties().hasTransformMatrix() || applyTranslationZ) { 460 if (properties().isTransformTranslateOnly()) { 461 matrix.translate(properties().getTranslationX(), properties().getTranslationY(), 462 true3dTransform ? properties().getZ() : 0.0f); 463 } else { 464 if (!true3dTransform) { 465 matrix.multiply(*properties().getTransformMatrix()); 466 } else { 467 mat4 true3dMat; 468 true3dMat.loadTranslate( 469 properties().getPivotX() + properties().getTranslationX(), 470 properties().getPivotY() + properties().getTranslationY(), 471 properties().getZ()); 472 true3dMat.rotate(properties().getRotationX(), 1, 0, 0); 473 true3dMat.rotate(properties().getRotationY(), 0, 1, 0); 474 true3dMat.rotate(properties().getRotation(), 0, 0, 1); 475 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); 476 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); 477 478 matrix.multiply(true3dMat); 479 } 480 } 481 } 482} 483 484/** 485 * Organizes the DisplayList hierarchy to prepare for background projection reordering. 486 * 487 * This should be called before a call to defer() or drawDisplayList() 488 * 489 * Each DisplayList that serves as a 3d root builds its list of composited children, 490 * which are flagged to not draw in the standard draw loop. 491 */ 492void RenderNode::computeOrdering() { 493 ATRACE_CALL(); 494 mProjectedNodes.clear(); 495 496 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that 497 // transform properties are applied correctly to top level children 498 if (mDisplayListData == nullptr) return; 499 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 500 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 501 childOp->mRenderNode->computeOrderingImpl(childOp, 502 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); 503 } 504} 505 506void RenderNode::computeOrderingImpl( 507 DrawRenderNodeOp* opState, 508 const SkPath* outlineOfProjectionSurface, 509 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, 510 const mat4* transformFromProjectionSurface) { 511 mProjectedNodes.clear(); 512 if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return; 513 514 // TODO: should avoid this calculation in most cases 515 // TODO: just calculate single matrix, down to all leaf composited elements 516 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); 517 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent); 518 519 if (properties().getProjectBackwards()) { 520 // composited projectee, flag for out of order draw, save matrix, and store in proj surface 521 opState->mSkipInOrderDraw = true; 522 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); 523 compositedChildrenOfProjectionSurface->add(opState); 524 } else { 525 // standard in order draw 526 opState->mSkipInOrderDraw = false; 527 } 528 529 if (mDisplayListData->children().size() > 0) { 530 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; 531 bool haveAppliedPropertiesToProjection = false; 532 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 533 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 534 RenderNode* child = childOp->mRenderNode; 535 536 const SkPath* projectionOutline = nullptr; 537 Vector<DrawRenderNodeOp*>* projectionChildren = nullptr; 538 const mat4* projectionTransform = nullptr; 539 if (isProjectionReceiver && !child->properties().getProjectBackwards()) { 540 // if receiving projections, collect projecting descendant 541 542 // Note that if a direct descendant is projecting backwards, we pass its 543 // grandparent projection collection, since it shouldn't project onto its 544 // parent, where it will already be drawing. 545 projectionOutline = properties().getOutline().getPath(); 546 projectionChildren = &mProjectedNodes; 547 projectionTransform = &mat4::identity(); 548 } else { 549 if (!haveAppliedPropertiesToProjection) { 550 applyViewPropertyTransforms(localTransformFromProjectionSurface); 551 haveAppliedPropertiesToProjection = true; 552 } 553 projectionOutline = outlineOfProjectionSurface; 554 projectionChildren = compositedChildrenOfProjectionSurface; 555 projectionTransform = &localTransformFromProjectionSurface; 556 } 557 child->computeOrderingImpl(childOp, 558 projectionOutline, projectionChildren, projectionTransform); 559 } 560 } 561} 562 563class DeferOperationHandler { 564public: 565 DeferOperationHandler(DeferStateStruct& deferStruct, int level) 566 : mDeferStruct(deferStruct), mLevel(level) {} 567 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 568 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); 569 } 570 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } 571 inline void startMark(const char* name) {} // do nothing 572 inline void endMark() {} 573 inline int level() { return mLevel; } 574 inline int replayFlags() { return mDeferStruct.mReplayFlags; } 575 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } 576 577private: 578 DeferStateStruct& mDeferStruct; 579 const int mLevel; 580}; 581 582void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { 583 DeferOperationHandler handler(deferStruct, level); 584 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); 585} 586 587class ReplayOperationHandler { 588public: 589 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) 590 : mReplayStruct(replayStruct), mLevel(level) {} 591 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 592#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS 593 mReplayStruct.mRenderer.eventMark(operation->name()); 594#endif 595 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); 596 } 597 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } 598 inline void startMark(const char* name) { 599 mReplayStruct.mRenderer.startMark(name); 600 } 601 inline void endMark() { 602 mReplayStruct.mRenderer.endMark(); 603 } 604 inline int level() { return mLevel; } 605 inline int replayFlags() { return mReplayStruct.mReplayFlags; } 606 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } 607 608private: 609 ReplayStateStruct& mReplayStruct; 610 const int mLevel; 611}; 612 613void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { 614 ReplayOperationHandler handler(replayStruct, level); 615 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); 616} 617 618void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, 619 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { 620 if (chunk.beginChildIndex == chunk.endChildIndex) return; 621 622 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { 623 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 624 RenderNode* child = childOp->mRenderNode; 625 float childZ = child->properties().getZ(); 626 627 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { 628 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); 629 childOp->mSkipInOrderDraw = true; 630 } else if (!child->properties().getProjectBackwards()) { 631 // regular, in order drawing DisplayList 632 childOp->mSkipInOrderDraw = false; 633 } 634 } 635 636 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) 637 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); 638} 639 640template <class T> 641void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { 642 if (properties().getAlpha() <= 0.0f 643 || properties().getOutline().getAlpha() <= 0.0f 644 || !properties().getOutline().getPath()) { 645 // no shadow to draw 646 return; 647 } 648 649 mat4 shadowMatrixXY(transformFromParent); 650 applyViewPropertyTransforms(shadowMatrixXY); 651 652 // Z matrix needs actual 3d transformation, so mapped z values will be correct 653 mat4 shadowMatrixZ(transformFromParent); 654 applyViewPropertyTransforms(shadowMatrixZ, true); 655 656 const SkPath* casterOutlinePath = properties().getOutline().getPath(); 657 const SkPath* revealClipPath = properties().getRevealClip().getPath(); 658 if (revealClipPath && revealClipPath->isEmpty()) return; 659 660 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); 661 662 663 // holds temporary SkPath to store the result of intersections 664 SkPath* frameAllocatedPath = nullptr; 665 const SkPath* outlinePath = casterOutlinePath; 666 667 // intersect the outline with the reveal clip, if present 668 if (revealClipPath) { 669 frameAllocatedPath = handler.allocPathForFrame(); 670 671 Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); 672 outlinePath = frameAllocatedPath; 673 } 674 675 // intersect the outline with the clipBounds, if present 676 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { 677 if (!frameAllocatedPath) { 678 frameAllocatedPath = handler.allocPathForFrame(); 679 } 680 681 Rect clipBounds; 682 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); 683 SkPath clipBoundsPath; 684 clipBoundsPath.addRect(clipBounds.left, clipBounds.top, 685 clipBounds.right, clipBounds.bottom); 686 687 Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); 688 outlinePath = frameAllocatedPath; 689 } 690 691 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( 692 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); 693 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 694} 695 696#define SHADOW_DELTA 0.1f 697 698template <class T> 699void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, 700 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, 701 OpenGLRenderer& renderer, T& handler) { 702 const int size = zTranslatedNodes.size(); 703 if (size == 0 704 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) 705 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { 706 // no 3d children to draw 707 return; 708 } 709 710 // Apply the base transform of the parent of the 3d children. This isolates 711 // 3d children of the current chunk from transformations made in previous chunks. 712 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 713 renderer.setMatrix(initialTransform); 714 715 /** 716 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters 717 * with very similar Z heights to draw together. 718 * 719 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are 720 * underneath both, and neither's shadow is drawn on top of the other. 721 */ 722 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); 723 size_t drawIndex, shadowIndex, endIndex; 724 if (mode == kNegativeZChildren) { 725 drawIndex = 0; 726 endIndex = nonNegativeIndex; 727 shadowIndex = endIndex; // draw no shadows 728 } else { 729 drawIndex = nonNegativeIndex; 730 endIndex = size; 731 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child 732 } 733 734 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", 735 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); 736 737 float lastCasterZ = 0.0f; 738 while (shadowIndex < endIndex || drawIndex < endIndex) { 739 if (shadowIndex < endIndex) { 740 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; 741 RenderNode* caster = casterOp->mRenderNode; 742 const float casterZ = zTranslatedNodes[shadowIndex].key; 743 // attempt to render the shadow if the caster about to be drawn is its caster, 744 // OR if its caster's Z value is similar to the previous potential caster 745 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { 746 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); 747 748 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow 749 shadowIndex++; 750 continue; 751 } 752 } 753 754 // only the actual child DL draw needs to be in save/restore, 755 // since it modifies the renderer's matrix 756 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 757 758 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; 759 760 renderer.concatMatrix(childOp->mTransformFromParent); 761 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 762 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 763 childOp->mSkipInOrderDraw = true; 764 765 renderer.restoreToCount(restoreTo); 766 drawIndex++; 767 } 768 renderer.restoreToCount(rootRestoreTo); 769} 770 771template <class T> 772void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { 773 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); 774 const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); 775 int restoreTo = renderer.getSaveCount(); 776 777 LinearAllocator& alloc = handler.allocator(); 778 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 779 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 780 781 // Transform renderer to match background we're projecting onto 782 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) 783 const DisplayListOp* op = 784 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); 785 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); 786 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); 787 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); 788 789 // If the projection reciever has an outline, we mask projected content to it 790 // (which we know, apriori, are all tessellated paths) 791 renderer.setProjectionPathMask(alloc, projectionReceiverOutline); 792 793 // draw projected nodes 794 for (size_t i = 0; i < mProjectedNodes.size(); i++) { 795 DrawRenderNodeOp* childOp = mProjectedNodes[i]; 796 797 // matrix save, concat, and restore can be done safely without allocating operations 798 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 799 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); 800 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 801 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 802 childOp->mSkipInOrderDraw = true; 803 renderer.restoreToCount(restoreTo); 804 } 805 806 handler(new (alloc) RestoreToCountOp(restoreTo), 807 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 808} 809 810/** 811 * This function serves both defer and replay modes, and will organize the displayList's component 812 * operations for a single frame: 813 * 814 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of 815 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom 816 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the 817 * defer vs replay logic, per operation 818 */ 819template <class T> 820void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { 821 if (mDisplayListData->isEmpty()) { 822 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", 823 this, getName()); 824 return; 825 } 826 827 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); 828 // If we are updating the contents of mLayer, we don't want to apply any of 829 // the RenderNode's properties to this issueOperations pass. Those will all 830 // be applied when the layer is drawn, aka when this is true. 831 const bool useViewProperties = (!mLayer || drawLayer); 832 if (useViewProperties) { 833 const Outline& outline = properties().getOutline(); 834 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { 835 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "", 836 this, getName()); 837 return; 838 } 839 } 840 841 handler.startMark(getName()); 842 843#if DEBUG_DISPLAY_LIST 844 const Rect& clipRect = renderer.getLocalClipBounds(); 845 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", 846 handler.level() * 2, "", this, getName(), 847 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); 848#endif 849 850 LinearAllocator& alloc = handler.allocator(); 851 int restoreTo = renderer.getSaveCount(); 852 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 853 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 854 855 DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "", 856 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); 857 858 if (useViewProperties) { 859 setViewProperties<T>(renderer, handler); 860 } 861 862 bool quickRejected = properties().getClipToBounds() 863 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); 864 if (!quickRejected) { 865 Matrix4 initialTransform(*(renderer.currentTransform())); 866 867 if (drawLayer) { 868 handler(new (alloc) DrawLayerOp(mLayer, 0, 0), 869 renderer.getSaveCount() - 1, properties().getClipToBounds()); 870 } else { 871 const int saveCountOffset = renderer.getSaveCount() - 1; 872 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; 873 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { 874 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; 875 876 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; 877 buildZSortedChildList(chunk, zTranslatedNodes); 878 879 issueOperationsOf3dChildren(kNegativeZChildren, 880 initialTransform, zTranslatedNodes, renderer, handler); 881 882 883 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { 884 DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; 885#if DEBUG_DISPLAY_LIST 886 op->output(handler.level() + 1); 887#endif 888 handler(op, saveCountOffset, properties().getClipToBounds()); 889 890 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && 891 opIndex == static_cast<size_t>(projectionReceiveIndex))) { 892 issueOperationsOfProjectedChildren(renderer, handler); 893 } 894 } 895 896 issueOperationsOf3dChildren(kPositiveZChildren, 897 initialTransform, zTranslatedNodes, renderer, handler); 898 } 899 } 900 } 901 902 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); 903 handler(new (alloc) RestoreToCountOp(restoreTo), 904 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 905 906 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); 907 handler.endMark(); 908} 909 910} /* namespace uirenderer */ 911} /* namespace android */ 912