RenderNode.cpp revision 5a4690bf26932c0d6940e4af8516d920e09ae81a
1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include "RenderNode.h"
18
19#include <algorithm>
20#include <string>
21
22#include <SkCanvas.h>
23#include <algorithm>
24
25
26#include "DamageAccumulator.h"
27#include "Debug.h"
28#include "DisplayListOp.h"
29#include "LayerRenderer.h"
30#include "OpenGLRenderer.h"
31#include "TreeInfo.h"
32#include "utils/MathUtils.h"
33#include "utils/TraceUtils.h"
34#include "renderthread/CanvasContext.h"
35
36namespace android {
37namespace uirenderer {
38
39void RenderNode::debugDumpLayers(const char* prefix) {
40    if (mLayer) {
41        ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
42                prefix, this, getName(), mLayer, mLayer->getFbo(),
43                mLayer->wasBuildLayered ? "true" : "false");
44    }
45    if (mDisplayListData) {
46        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
47            mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
48        }
49    }
50}
51
52RenderNode::RenderNode()
53        : mDirtyPropertyFields(0)
54        , mNeedsDisplayListDataSync(false)
55        , mDisplayListData(nullptr)
56        , mStagingDisplayListData(nullptr)
57        , mAnimatorManager(*this)
58        , mLayer(nullptr)
59        , mParentCount(0) {
60}
61
62RenderNode::~RenderNode() {
63    deleteDisplayListData();
64    delete mStagingDisplayListData;
65    if (mLayer) {
66        ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
67        mLayer->postDecStrong();
68        mLayer = nullptr;
69    }
70}
71
72void RenderNode::setStagingDisplayList(DisplayListData* data) {
73    mNeedsDisplayListDataSync = true;
74    delete mStagingDisplayListData;
75    mStagingDisplayListData = data;
76}
77
78/**
79 * This function is a simplified version of replay(), where we simply retrieve and log the
80 * display list. This function should remain in sync with the replay() function.
81 */
82void RenderNode::output(uint32_t level) {
83    ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
84            getName(),
85            (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
86            (properties().hasShadow() ? ", casting shadow" : ""),
87            (isRenderable() ? "" : ", empty"),
88            (properties().getProjectBackwards() ? ", projected" : ""),
89            (mLayer != nullptr ? ", on HW Layer" : ""));
90    ALOGD("%*s%s %d", level * 2, "", "Save",
91            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
92
93    properties().debugOutputProperties(level);
94    int flags = DisplayListOp::kOpLogFlag_Recurse;
95    if (mDisplayListData) {
96        // TODO: consider printing the chunk boundaries here
97        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
98            mDisplayListData->displayListOps[i]->output(level, flags);
99        }
100    }
101
102    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
103}
104
105int RenderNode::getDebugSize() {
106    int size = sizeof(RenderNode);
107    if (mStagingDisplayListData) {
108        size += mStagingDisplayListData->getUsedSize();
109    }
110    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
111        size += mDisplayListData->getUsedSize();
112    }
113    return size;
114}
115
116void RenderNode::prepareTree(TreeInfo& info) {
117    ATRACE_CALL();
118    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
119
120    // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
121    bool functorsNeedLayer = Properties::debugOverdraw;
122
123    prepareTreeImpl(info, functorsNeedLayer);
124}
125
126void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
127    mAnimatorManager.addAnimator(animator);
128}
129
130void RenderNode::damageSelf(TreeInfo& info) {
131    if (isRenderable()) {
132        if (properties().getClipDamageToBounds()) {
133            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
134        } else {
135            // Hope this is big enough?
136            // TODO: Get this from the display list ops or something
137            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
138        }
139    }
140}
141
142void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
143    LayerType layerType = properties().effectiveLayerType();
144    if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
145        // Damage applied so far needs to affect our parent, but does not require
146        // the layer to be updated. So we pop/push here to clear out the current
147        // damage and get a clean state for display list or children updates to
148        // affect, which will require the layer to be updated
149        info.damageAccumulator->popTransform();
150        info.damageAccumulator->pushTransform(this);
151        if (dirtyMask & DISPLAY_LIST) {
152            damageSelf(info);
153        }
154    }
155}
156
157void RenderNode::pushLayerUpdate(TreeInfo& info) {
158    LayerType layerType = properties().effectiveLayerType();
159    // If we are not a layer OR we cannot be rendered (eg, view was detached)
160    // we need to destroy any Layers we may have had previously
161    if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
162        if (CC_UNLIKELY(mLayer)) {
163            LayerRenderer::destroyLayer(mLayer);
164            mLayer = nullptr;
165        }
166        return;
167    }
168
169    bool transformUpdateNeeded = false;
170    if (!mLayer) {
171        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
172        applyLayerPropertiesToLayer(info);
173        damageSelf(info);
174        transformUpdateNeeded = true;
175    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
176        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
177            LayerRenderer::destroyLayer(mLayer);
178            mLayer = nullptr;
179        }
180        damageSelf(info);
181        transformUpdateNeeded = true;
182    }
183
184    SkRect dirty;
185    info.damageAccumulator->peekAtDirty(&dirty);
186
187    if (!mLayer) {
188        Caches::getInstance().dumpMemoryUsage();
189        if (info.errorHandler) {
190            std::string msg = "Unable to create layer for ";
191            msg += getName();
192            info.errorHandler->onError(msg);
193        }
194        return;
195    }
196
197    if (transformUpdateNeeded) {
198        // update the transform in window of the layer to reset its origin wrt light source position
199        Matrix4 windowTransform;
200        info.damageAccumulator->computeCurrentTransform(&windowTransform);
201        mLayer->setWindowTransform(windowTransform);
202    }
203
204    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
205        dirty.roundOut(&dirty);
206        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
207    }
208    // This is not inside the above if because we may have called
209    // updateDeferred on a previous prepare pass that didn't have a renderer
210    if (info.renderer && mLayer->deferredUpdateScheduled) {
211        info.renderer->pushLayerUpdate(mLayer);
212    }
213
214    if (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
222/**
223 * Traverse down the the draw tree to prepare for a frame.
224 *
225 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
226 *
227 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
228 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
229 */
230void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
231    info.damageAccumulator->pushTransform(this);
232
233    if (info.mode == TreeInfo::MODE_FULL) {
234        pushStagingPropertiesChanges(info);
235    }
236    uint32_t animatorDirtyMask = 0;
237    if (CC_LIKELY(info.runAnimations)) {
238        animatorDirtyMask = mAnimatorManager.animate(info);
239    }
240
241    bool willHaveFunctor = false;
242    if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
243        willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
244    } else if (mDisplayListData) {
245        willHaveFunctor = !mDisplayListData->functors.isEmpty();
246    }
247    bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
248            willHaveFunctor, functorsNeedLayer);
249
250    prepareLayer(info, animatorDirtyMask);
251    if (info.mode == TreeInfo::MODE_FULL) {
252        pushStagingDisplayListChanges(info);
253    }
254    prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
255    pushLayerUpdate(info);
256
257    info.damageAccumulator->popTransform();
258}
259
260void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
261    // Push the animators first so that setupStartValueIfNecessary() is called
262    // before properties() is trampled by stagingProperties(), as they are
263    // required by some animators.
264    if (CC_LIKELY(info.runAnimations)) {
265        mAnimatorManager.pushStaging();
266    }
267    if (mDirtyPropertyFields) {
268        mDirtyPropertyFields = 0;
269        damageSelf(info);
270        info.damageAccumulator->popTransform();
271        mProperties = mStagingProperties;
272        applyLayerPropertiesToLayer(info);
273        // We could try to be clever and only re-damage if the matrix changed.
274        // However, we don't need to worry about that. The cost of over-damaging
275        // here is only going to be a single additional map rect of this node
276        // plus a rect join(). The parent's transform (and up) will only be
277        // performed once.
278        info.damageAccumulator->pushTransform(this);
279        damageSelf(info);
280    }
281}
282
283void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
284    if (CC_LIKELY(!mLayer)) return;
285
286    const LayerProperties& props = properties().layerProperties();
287    mLayer->setAlpha(props.alpha(), props.xferMode());
288    mLayer->setColorFilter(props.colorFilter());
289    mLayer->setBlend(props.needsBlending());
290}
291
292void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
293    if (mNeedsDisplayListDataSync) {
294        mNeedsDisplayListDataSync = false;
295        // Make sure we inc first so that we don't fluctuate between 0 and 1,
296        // which would thrash the layer cache
297        if (mStagingDisplayListData) {
298            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
299                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
300            }
301        }
302        // Damage with the old display list first then the new one to catch any
303        // changes in isRenderable or, in the future, bounds
304        damageSelf(info);
305        deleteDisplayListData();
306        // TODO: Remove this caches stuff
307        if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
308            Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
309        }
310        mDisplayListData = mStagingDisplayListData;
311        mStagingDisplayListData = nullptr;
312        if (mDisplayListData) {
313            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
314                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
315            }
316        }
317        damageSelf(info);
318    }
319}
320
321void RenderNode::deleteDisplayListData() {
322    if (mDisplayListData) {
323        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
324            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
325        }
326        if (mDisplayListData->functors.size()) {
327            Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
328        }
329    }
330    delete mDisplayListData;
331    mDisplayListData = nullptr;
332}
333
334void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
335    if (subtree) {
336        TextureCache& cache = Caches::getInstance().textureCache;
337        info.out.hasFunctors |= subtree->functors.size();
338        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
339            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
340        }
341        for (size_t i = 0; i < subtree->children().size(); i++) {
342            DrawRenderNodeOp* op = subtree->children()[i];
343            RenderNode* childNode = op->mRenderNode;
344            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
345            bool childFunctorsNeedLayer = functorsNeedLayer
346                    // Recorded with non-rect clip, or canvas-rotated by parent
347                    || op->mRecordedWithPotentialStencilClip;
348            childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
349            info.damageAccumulator->popTransform();
350        }
351    }
352}
353
354void RenderNode::destroyHardwareResources() {
355    if (mLayer) {
356        LayerRenderer::destroyLayer(mLayer);
357        mLayer = nullptr;
358    }
359    if (mDisplayListData) {
360        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
361            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
362        }
363        if (mNeedsDisplayListDataSync) {
364            // Next prepare tree we are going to push a new display list, so we can
365            // drop our current one now
366            deleteDisplayListData();
367        }
368    }
369}
370
371void RenderNode::decParentRefCount() {
372    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
373    mParentCount--;
374    if (!mParentCount) {
375        // If a child of ours is being attached to our parent then this will incorrectly
376        // destroy its hardware resources. However, this situation is highly unlikely
377        // and the failure is "just" that the layer is re-created, so this should
378        // be safe enough
379        destroyHardwareResources();
380    }
381}
382
383/*
384 * For property operations, we pass a savecount of 0, since the operations aren't part of the
385 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
386 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
387 */
388#define PROPERTY_SAVECOUNT 0
389
390template <class T>
391void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
392#if DEBUG_DISPLAY_LIST
393    properties().debugOutputProperties(handler.level() + 1);
394#endif
395    if (properties().getLeft() != 0 || properties().getTop() != 0) {
396        renderer.translate(properties().getLeft(), properties().getTop());
397    }
398    if (properties().getStaticMatrix()) {
399        renderer.concatMatrix(*properties().getStaticMatrix());
400    } else if (properties().getAnimationMatrix()) {
401        renderer.concatMatrix(*properties().getAnimationMatrix());
402    }
403    if (properties().hasTransformMatrix()) {
404        if (properties().isTransformTranslateOnly()) {
405            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
406        } else {
407            renderer.concatMatrix(*properties().getTransformMatrix());
408        }
409    }
410    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
411    int clipFlags = properties().getClippingFlags();
412    if (properties().getAlpha() < 1) {
413        if (isLayer) {
414            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
415        }
416        if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
417            // simply scale rendering content's alpha
418            renderer.scaleAlpha(properties().getAlpha());
419        } else {
420            // savelayer needed to create an offscreen buffer
421            Rect layerBounds(0, 0, getWidth(), getHeight());
422            if (clipFlags) {
423                properties().getClippingRectForFlags(clipFlags, &layerBounds);
424                clipFlags = 0; // all clipping done by savelayer
425            }
426            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
427                    layerBounds.left, layerBounds.top,
428                    layerBounds.right, layerBounds.bottom,
429                    (int) (properties().getAlpha() * 255),
430                    SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
431            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
432        }
433
434        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
435            // pretend alpha always causes savelayer to warn about
436            // performance problem affecting old versions
437            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
438                    static_cast<int>(getWidth()),
439                    static_cast<int>(getHeight()));
440        }
441    }
442    if (clipFlags) {
443        Rect clipRect;
444        properties().getClippingRectForFlags(clipFlags, &clipRect);
445        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
446                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
447                SkRegion::kIntersect_Op);
448        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
449    }
450
451    // TODO: support nesting round rect clips
452    if (mProperties.getRevealClip().willClip()) {
453        Rect bounds;
454        mProperties.getRevealClip().getBounds(&bounds);
455        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
456    } else if (mProperties.getOutline().willClip()) {
457        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
458    }
459}
460
461/**
462 * Apply property-based transformations to input matrix
463 *
464 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
465 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
466 */
467void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
468    if (properties().getLeft() != 0 || properties().getTop() != 0) {
469        matrix.translate(properties().getLeft(), properties().getTop());
470    }
471    if (properties().getStaticMatrix()) {
472        mat4 stat(*properties().getStaticMatrix());
473        matrix.multiply(stat);
474    } else if (properties().getAnimationMatrix()) {
475        mat4 anim(*properties().getAnimationMatrix());
476        matrix.multiply(anim);
477    }
478
479    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
480    if (properties().hasTransformMatrix() || applyTranslationZ) {
481        if (properties().isTransformTranslateOnly()) {
482            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
483                    true3dTransform ? properties().getZ() : 0.0f);
484        } else {
485            if (!true3dTransform) {
486                matrix.multiply(*properties().getTransformMatrix());
487            } else {
488                mat4 true3dMat;
489                true3dMat.loadTranslate(
490                        properties().getPivotX() + properties().getTranslationX(),
491                        properties().getPivotY() + properties().getTranslationY(),
492                        properties().getZ());
493                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
494                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
495                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
496                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
497                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
498
499                matrix.multiply(true3dMat);
500            }
501        }
502    }
503}
504
505/**
506 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
507 *
508 * This should be called before a call to defer() or drawDisplayList()
509 *
510 * Each DisplayList that serves as a 3d root builds its list of composited children,
511 * which are flagged to not draw in the standard draw loop.
512 */
513void RenderNode::computeOrdering() {
514    ATRACE_CALL();
515    mProjectedNodes.clear();
516
517    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
518    // transform properties are applied correctly to top level children
519    if (mDisplayListData == nullptr) return;
520    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
521        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
522        childOp->mRenderNode->computeOrderingImpl(childOp,
523                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
524    }
525}
526
527void RenderNode::computeOrderingImpl(
528        DrawRenderNodeOp* opState,
529        const SkPath* outlineOfProjectionSurface,
530        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
531        const mat4* transformFromProjectionSurface) {
532    mProjectedNodes.clear();
533    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
534
535    // TODO: should avoid this calculation in most cases
536    // TODO: just calculate single matrix, down to all leaf composited elements
537    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
538    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
539
540    if (properties().getProjectBackwards()) {
541        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
542        opState->mSkipInOrderDraw = true;
543        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
544        compositedChildrenOfProjectionSurface->add(opState);
545    } else {
546        // standard in order draw
547        opState->mSkipInOrderDraw = false;
548    }
549
550    if (mDisplayListData->children().size() > 0) {
551        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
552        bool haveAppliedPropertiesToProjection = false;
553        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
554            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
555            RenderNode* child = childOp->mRenderNode;
556
557            const SkPath* projectionOutline = nullptr;
558            Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
559            const mat4* projectionTransform = nullptr;
560            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
561                // if receiving projections, collect projecting descendant
562
563                // Note that if a direct descendant is projecting backwards, we pass its
564                // grandparent projection collection, since it shouldn't project onto its
565                // parent, where it will already be drawing.
566                projectionOutline = properties().getOutline().getPath();
567                projectionChildren = &mProjectedNodes;
568                projectionTransform = &mat4::identity();
569            } else {
570                if (!haveAppliedPropertiesToProjection) {
571                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
572                    haveAppliedPropertiesToProjection = true;
573                }
574                projectionOutline = outlineOfProjectionSurface;
575                projectionChildren = compositedChildrenOfProjectionSurface;
576                projectionTransform = &localTransformFromProjectionSurface;
577            }
578            child->computeOrderingImpl(childOp,
579                    projectionOutline, projectionChildren, projectionTransform);
580        }
581    }
582}
583
584class DeferOperationHandler {
585public:
586    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
587        : mDeferStruct(deferStruct), mLevel(level) {}
588    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
589        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
590    }
591    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
592    inline void startMark(const char* name) {} // do nothing
593    inline void endMark() {}
594    inline int level() { return mLevel; }
595    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
596    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
597
598private:
599    DeferStateStruct& mDeferStruct;
600    const int mLevel;
601};
602
603void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
604    DeferOperationHandler handler(deferStruct, level);
605    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
606}
607
608class ReplayOperationHandler {
609public:
610    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
611        : mReplayStruct(replayStruct), mLevel(level) {}
612    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
613#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
614        mReplayStruct.mRenderer.eventMark(operation->name());
615#endif
616        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
617    }
618    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
619    inline void startMark(const char* name) {
620        mReplayStruct.mRenderer.startMark(name);
621    }
622    inline void endMark() {
623        mReplayStruct.mRenderer.endMark();
624    }
625    inline int level() { return mLevel; }
626    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
627    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
628
629private:
630    ReplayStateStruct& mReplayStruct;
631    const int mLevel;
632};
633
634void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
635    ReplayOperationHandler handler(replayStruct, level);
636    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
637}
638
639void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
640        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
641    if (chunk.beginChildIndex == chunk.endChildIndex) return;
642
643    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
644        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
645        RenderNode* child = childOp->mRenderNode;
646        float childZ = child->properties().getZ();
647
648        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
649            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
650            childOp->mSkipInOrderDraw = true;
651        } else if (!child->properties().getProjectBackwards()) {
652            // regular, in order drawing DisplayList
653            childOp->mSkipInOrderDraw = false;
654        }
655    }
656
657    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
658    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
659}
660
661template <class T>
662void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
663    if (properties().getAlpha() <= 0.0f
664            || properties().getOutline().getAlpha() <= 0.0f
665            || !properties().getOutline().getPath()) {
666        // no shadow to draw
667        return;
668    }
669
670    mat4 shadowMatrixXY(transformFromParent);
671    applyViewPropertyTransforms(shadowMatrixXY);
672
673    // Z matrix needs actual 3d transformation, so mapped z values will be correct
674    mat4 shadowMatrixZ(transformFromParent);
675    applyViewPropertyTransforms(shadowMatrixZ, true);
676
677    const SkPath* casterOutlinePath = properties().getOutline().getPath();
678    const SkPath* revealClipPath = properties().getRevealClip().getPath();
679    if (revealClipPath && revealClipPath->isEmpty()) return;
680
681    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
682
683
684    // holds temporary SkPath to store the result of intersections
685    SkPath* frameAllocatedPath = nullptr;
686    const SkPath* outlinePath = casterOutlinePath;
687
688    // intersect the outline with the reveal clip, if present
689    if (revealClipPath) {
690        frameAllocatedPath = handler.allocPathForFrame();
691
692        Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
693        outlinePath = frameAllocatedPath;
694    }
695
696    // intersect the outline with the clipBounds, if present
697    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
698        if (!frameAllocatedPath) {
699            frameAllocatedPath = handler.allocPathForFrame();
700        }
701
702        Rect clipBounds;
703        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
704        SkPath clipBoundsPath;
705        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
706                clipBounds.right, clipBounds.bottom);
707
708        Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
709        outlinePath = frameAllocatedPath;
710    }
711
712    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
713            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
714    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
715}
716
717#define SHADOW_DELTA 0.1f
718
719template <class T>
720void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
721        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
722        OpenGLRenderer& renderer, T& handler) {
723    const int size = zTranslatedNodes.size();
724    if (size == 0
725            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
726            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
727        // no 3d children to draw
728        return;
729    }
730
731    // Apply the base transform of the parent of the 3d children. This isolates
732    // 3d children of the current chunk from transformations made in previous chunks.
733    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
734    renderer.setMatrix(initialTransform);
735
736    /**
737     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
738     * with very similar Z heights to draw together.
739     *
740     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
741     * underneath both, and neither's shadow is drawn on top of the other.
742     */
743    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
744    size_t drawIndex, shadowIndex, endIndex;
745    if (mode == kNegativeZChildren) {
746        drawIndex = 0;
747        endIndex = nonNegativeIndex;
748        shadowIndex = endIndex; // draw no shadows
749    } else {
750        drawIndex = nonNegativeIndex;
751        endIndex = size;
752        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
753    }
754
755    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
756            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
757
758    float lastCasterZ = 0.0f;
759    while (shadowIndex < endIndex || drawIndex < endIndex) {
760        if (shadowIndex < endIndex) {
761            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
762            RenderNode* caster = casterOp->mRenderNode;
763            const float casterZ = zTranslatedNodes[shadowIndex].key;
764            // attempt to render the shadow if the caster about to be drawn is its caster,
765            // OR if its caster's Z value is similar to the previous potential caster
766            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
767                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
768
769                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
770                shadowIndex++;
771                continue;
772            }
773        }
774
775        // only the actual child DL draw needs to be in save/restore,
776        // since it modifies the renderer's matrix
777        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
778
779        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
780
781        renderer.concatMatrix(childOp->mTransformFromParent);
782        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
783        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
784        childOp->mSkipInOrderDraw = true;
785
786        renderer.restoreToCount(restoreTo);
787        drawIndex++;
788    }
789    renderer.restoreToCount(rootRestoreTo);
790}
791
792template <class T>
793void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
794    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
795    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
796    int restoreTo = renderer.getSaveCount();
797
798    LinearAllocator& alloc = handler.allocator();
799    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
800            PROPERTY_SAVECOUNT, properties().getClipToBounds());
801
802    // Transform renderer to match background we're projecting onto
803    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
804    const DisplayListOp* op =
805            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
806    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
807    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
808    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
809
810    // If the projection reciever has an outline, we mask projected content to it
811    // (which we know, apriori, are all tessellated paths)
812    renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
813
814    // draw projected nodes
815    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
816        DrawRenderNodeOp* childOp = mProjectedNodes[i];
817
818        // matrix save, concat, and restore can be done safely without allocating operations
819        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
820        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
821        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
822        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
823        childOp->mSkipInOrderDraw = true;
824        renderer.restoreToCount(restoreTo);
825    }
826
827    handler(new (alloc) RestoreToCountOp(restoreTo),
828            PROPERTY_SAVECOUNT, properties().getClipToBounds());
829}
830
831/**
832 * This function serves both defer and replay modes, and will organize the displayList's component
833 * operations for a single frame:
834 *
835 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
836 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
837 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
838 * defer vs replay logic, per operation
839 */
840template <class T>
841void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
842    if (mDisplayListData->isEmpty()) {
843        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
844                this, getName());
845        return;
846    }
847
848    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
849    // If we are updating the contents of mLayer, we don't want to apply any of
850    // the RenderNode's properties to this issueOperations pass. Those will all
851    // be applied when the layer is drawn, aka when this is true.
852    const bool useViewProperties = (!mLayer || drawLayer);
853    if (useViewProperties) {
854        const Outline& outline = properties().getOutline();
855        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
856            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
857                    this, getName());
858            return;
859        }
860    }
861
862    handler.startMark(getName());
863
864#if DEBUG_DISPLAY_LIST
865    const Rect& clipRect = renderer.getLocalClipBounds();
866    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
867            handler.level() * 2, "", this, getName(),
868            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
869#endif
870
871    LinearAllocator& alloc = handler.allocator();
872    int restoreTo = renderer.getSaveCount();
873    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
874            PROPERTY_SAVECOUNT, properties().getClipToBounds());
875
876    DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
877            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
878
879    if (useViewProperties) {
880        setViewProperties<T>(renderer, handler);
881    }
882
883    bool quickRejected = properties().getClipToBounds()
884            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
885    if (!quickRejected) {
886        Matrix4 initialTransform(*(renderer.currentTransform()));
887        renderer.setBaseTransform(initialTransform);
888
889        if (drawLayer) {
890            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
891                    renderer.getSaveCount() - 1, properties().getClipToBounds());
892        } else {
893            const int saveCountOffset = renderer.getSaveCount() - 1;
894            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
895            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
896                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
897
898                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
899                buildZSortedChildList(chunk, zTranslatedNodes);
900
901                issueOperationsOf3dChildren(kNegativeZChildren,
902                        initialTransform, zTranslatedNodes, renderer, handler);
903
904
905                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
906                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
907#if DEBUG_DISPLAY_LIST
908                    op->output(handler.level() + 1);
909#endif
910                    handler(op, saveCountOffset, properties().getClipToBounds());
911
912                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
913                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
914                        issueOperationsOfProjectedChildren(renderer, handler);
915                    }
916                }
917
918                issueOperationsOf3dChildren(kPositiveZChildren,
919                        initialTransform, zTranslatedNodes, renderer, handler);
920            }
921        }
922    }
923
924    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
925    handler(new (alloc) RestoreToCountOp(restoreTo),
926            PROPERTY_SAVECOUNT, properties().getClipToBounds());
927
928    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
929    handler.endMark();
930}
931
932} /* namespace uirenderer */
933} /* namespace android */
934