RenderNode.cpp revision 8d0ec389531d071529fb0a800f10733b057205d9
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
36#include "protos/hwui.pb.h"
37#include "protos/ProtoHelpers.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
108void RenderNode::copyTo(proto::RenderNode *pnode) {
109    pnode->set_id(static_cast<uint64_t>(
110            reinterpret_cast<uintptr_t>(this)));
111    pnode->set_name(mName.string(), mName.length());
112
113    proto::RenderProperties* pprops = pnode->mutable_properties();
114    pprops->set_left(properties().getLeft());
115    pprops->set_top(properties().getTop());
116    pprops->set_right(properties().getRight());
117    pprops->set_bottom(properties().getBottom());
118    pprops->set_clip_flags(properties().getClippingFlags());
119    pprops->set_alpha(properties().getAlpha());
120    pprops->set_translation_x(properties().getTranslationX());
121    pprops->set_translation_y(properties().getTranslationY());
122    pprops->set_translation_z(properties().getTranslationZ());
123    pprops->set_elevation(properties().getElevation());
124    pprops->set_rotation(properties().getRotation());
125    pprops->set_rotation_x(properties().getRotationX());
126    pprops->set_rotation_y(properties().getRotationY());
127    pprops->set_scale_x(properties().getScaleX());
128    pprops->set_scale_y(properties().getScaleY());
129    pprops->set_pivot_x(properties().getPivotX());
130    pprops->set_pivot_y(properties().getPivotY());
131    pprops->set_has_overlapping_rendering(properties().getHasOverlappingRendering());
132    pprops->set_pivot_explicitly_set(properties().isPivotExplicitlySet());
133    pprops->set_project_backwards(properties().getProjectBackwards());
134    pprops->set_projection_receiver(properties().isProjectionReceiver());
135    set(pprops->mutable_clip_bounds(), properties().getClipBounds());
136
137    const Outline& outline = properties().getOutline();
138    if (outline.getType() != Outline::Type::None) {
139        proto::Outline* poutline = pprops->mutable_outline();
140        poutline->clear_path();
141        if (outline.getType() == Outline::Type::Empty) {
142            poutline->set_type(proto::Outline_Type_Empty);
143        } else if (outline.getType() == Outline::Type::ConvexPath) {
144            poutline->set_type(proto::Outline_Type_ConvexPath);
145            if (const SkPath* path = outline.getPath()) {
146                set(poutline->mutable_path(), *path);
147            }
148        } else if (outline.getType() == Outline::Type::RoundRect) {
149            poutline->set_type(proto::Outline_Type_RoundRect);
150        } else {
151            ALOGW("Uknown outline type! %d", static_cast<int>(outline.getType()));
152            poutline->set_type(proto::Outline_Type_None);
153        }
154        poutline->set_should_clip(outline.getShouldClip());
155        poutline->set_alpha(outline.getAlpha());
156        poutline->set_radius(outline.getRadius());
157        set(poutline->mutable_bounds(), outline.getBounds());
158    } else {
159        pprops->clear_outline();
160    }
161
162    const RevealClip& revealClip = properties().getRevealClip();
163    if (revealClip.willClip()) {
164        proto::RevealClip* prevealClip = pprops->mutable_reveal_clip();
165        prevealClip->set_x(revealClip.getX());
166        prevealClip->set_y(revealClip.getY());
167        prevealClip->set_radius(revealClip.getRadius());
168    } else {
169        pprops->clear_reveal_clip();
170    }
171
172    pnode->clear_children();
173    if (mDisplayListData) {
174        for (auto&& child : mDisplayListData->children()) {
175            child->mRenderNode->copyTo(pnode->add_children());
176        }
177    }
178}
179
180int RenderNode::getDebugSize() {
181    int size = sizeof(RenderNode);
182    if (mStagingDisplayListData) {
183        size += mStagingDisplayListData->getUsedSize();
184    }
185    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
186        size += mDisplayListData->getUsedSize();
187    }
188    return size;
189}
190
191void RenderNode::prepareTree(TreeInfo& info) {
192    ATRACE_CALL();
193    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
194
195    // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
196    bool functorsNeedLayer = Properties::debugOverdraw;
197
198    prepareTreeImpl(info, functorsNeedLayer);
199}
200
201void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
202    mAnimatorManager.addAnimator(animator);
203}
204
205void RenderNode::damageSelf(TreeInfo& info) {
206    if (isRenderable()) {
207        if (properties().getClipDamageToBounds()) {
208            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
209        } else {
210            // Hope this is big enough?
211            // TODO: Get this from the display list ops or something
212            info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
213        }
214    }
215}
216
217void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
218    LayerType layerType = properties().effectiveLayerType();
219    if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
220        // Damage applied so far needs to affect our parent, but does not require
221        // the layer to be updated. So we pop/push here to clear out the current
222        // damage and get a clean state for display list or children updates to
223        // affect, which will require the layer to be updated
224        info.damageAccumulator->popTransform();
225        info.damageAccumulator->pushTransform(this);
226        if (dirtyMask & DISPLAY_LIST) {
227            damageSelf(info);
228        }
229    }
230}
231
232void RenderNode::pushLayerUpdate(TreeInfo& info) {
233    LayerType layerType = properties().effectiveLayerType();
234    // If we are not a layer OR we cannot be rendered (eg, view was detached)
235    // we need to destroy any Layers we may have had previously
236    if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
237        if (CC_UNLIKELY(mLayer)) {
238            LayerRenderer::destroyLayer(mLayer);
239            mLayer = nullptr;
240        }
241        return;
242    }
243
244    bool transformUpdateNeeded = false;
245    if (!mLayer) {
246        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
247        applyLayerPropertiesToLayer(info);
248        damageSelf(info);
249        transformUpdateNeeded = true;
250    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
251        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
252            LayerRenderer::destroyLayer(mLayer);
253            mLayer = nullptr;
254        }
255        damageSelf(info);
256        transformUpdateNeeded = true;
257    }
258
259    SkRect dirty;
260    info.damageAccumulator->peekAtDirty(&dirty);
261
262    if (!mLayer) {
263        Caches::getInstance().dumpMemoryUsage();
264        if (info.errorHandler) {
265            std::string msg = "Unable to create layer for ";
266            msg += getName();
267            info.errorHandler->onError(msg);
268        }
269        return;
270    }
271
272    if (transformUpdateNeeded) {
273        // update the transform in window of the layer to reset its origin wrt light source position
274        Matrix4 windowTransform;
275        info.damageAccumulator->computeCurrentTransform(&windowTransform);
276        mLayer->setWindowTransform(windowTransform);
277    }
278
279    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
280        dirty.roundOut(&dirty);
281        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
282    }
283    // This is not inside the above if because we may have called
284    // updateDeferred on a previous prepare pass that didn't have a renderer
285    if (info.renderer && mLayer->deferredUpdateScheduled) {
286        info.renderer->pushLayerUpdate(mLayer);
287    }
288
289    if (info.canvasContext) {
290        // There might be prefetched layers that need to be accounted for.
291        // That might be us, so tell CanvasContext that this layer is in the
292        // tree and should not be destroyed.
293        info.canvasContext->markLayerInUse(this);
294    }
295}
296
297/**
298 * Traverse down the the draw tree to prepare for a frame.
299 *
300 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
301 *
302 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
303 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
304 */
305void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
306    info.damageAccumulator->pushTransform(this);
307
308    if (info.mode == TreeInfo::MODE_FULL) {
309        pushStagingPropertiesChanges(info);
310    }
311    uint32_t animatorDirtyMask = 0;
312    if (CC_LIKELY(info.runAnimations)) {
313        animatorDirtyMask = mAnimatorManager.animate(info);
314    }
315
316    bool willHaveFunctor = false;
317    if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
318        willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
319    } else if (mDisplayListData) {
320        willHaveFunctor = !mDisplayListData->functors.isEmpty();
321    }
322    bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
323            willHaveFunctor, functorsNeedLayer);
324
325    prepareLayer(info, animatorDirtyMask);
326    if (info.mode == TreeInfo::MODE_FULL) {
327        pushStagingDisplayListChanges(info);
328    }
329    prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
330    pushLayerUpdate(info);
331
332    info.damageAccumulator->popTransform();
333}
334
335void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
336    // Push the animators first so that setupStartValueIfNecessary() is called
337    // before properties() is trampled by stagingProperties(), as they are
338    // required by some animators.
339    if (CC_LIKELY(info.runAnimations)) {
340        mAnimatorManager.pushStaging();
341    }
342    if (mDirtyPropertyFields) {
343        mDirtyPropertyFields = 0;
344        damageSelf(info);
345        info.damageAccumulator->popTransform();
346        mProperties = mStagingProperties;
347        applyLayerPropertiesToLayer(info);
348        // We could try to be clever and only re-damage if the matrix changed.
349        // However, we don't need to worry about that. The cost of over-damaging
350        // here is only going to be a single additional map rect of this node
351        // plus a rect join(). The parent's transform (and up) will only be
352        // performed once.
353        info.damageAccumulator->pushTransform(this);
354        damageSelf(info);
355    }
356}
357
358void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
359    if (CC_LIKELY(!mLayer)) return;
360
361    const LayerProperties& props = properties().layerProperties();
362    mLayer->setAlpha(props.alpha(), props.xferMode());
363    mLayer->setColorFilter(props.colorFilter());
364    mLayer->setBlend(props.needsBlending());
365}
366
367void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
368    if (mNeedsDisplayListDataSync) {
369        mNeedsDisplayListDataSync = false;
370        // Make sure we inc first so that we don't fluctuate between 0 and 1,
371        // which would thrash the layer cache
372        if (mStagingDisplayListData) {
373            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
374                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
375            }
376        }
377        // Damage with the old display list first then the new one to catch any
378        // changes in isRenderable or, in the future, bounds
379        damageSelf(info);
380        deleteDisplayListData();
381        mDisplayListData = mStagingDisplayListData;
382        mStagingDisplayListData = nullptr;
383        if (mDisplayListData) {
384            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
385                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
386            }
387        }
388        damageSelf(info);
389    }
390}
391
392void RenderNode::deleteDisplayListData() {
393    if (mDisplayListData) {
394        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
395            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
396        }
397    }
398    delete mDisplayListData;
399    mDisplayListData = nullptr;
400}
401
402void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
403    if (subtree) {
404        TextureCache& cache = Caches::getInstance().textureCache;
405        info.out.hasFunctors |= subtree->functors.size();
406        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
407            info.prepareTextures = cache.prefetchAndMarkInUse(
408                    info.canvasContext, subtree->bitmapResources[i]);
409        }
410        for (size_t i = 0; i < subtree->children().size(); i++) {
411            DrawRenderNodeOp* op = subtree->children()[i];
412            RenderNode* childNode = op->mRenderNode;
413            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
414            bool childFunctorsNeedLayer = functorsNeedLayer
415                    // Recorded with non-rect clip, or canvas-rotated by parent
416                    || op->mRecordedWithPotentialStencilClip;
417            childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
418            info.damageAccumulator->popTransform();
419        }
420    }
421}
422
423void RenderNode::destroyHardwareResources() {
424    if (mLayer) {
425        LayerRenderer::destroyLayer(mLayer);
426        mLayer = nullptr;
427    }
428    if (mDisplayListData) {
429        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
430            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
431        }
432        if (mNeedsDisplayListDataSync) {
433            // Next prepare tree we are going to push a new display list, so we can
434            // drop our current one now
435            deleteDisplayListData();
436        }
437    }
438}
439
440void RenderNode::decParentRefCount() {
441    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
442    mParentCount--;
443    if (!mParentCount) {
444        // If a child of ours is being attached to our parent then this will incorrectly
445        // destroy its hardware resources. However, this situation is highly unlikely
446        // and the failure is "just" that the layer is re-created, so this should
447        // be safe enough
448        destroyHardwareResources();
449    }
450}
451
452/*
453 * For property operations, we pass a savecount of 0, since the operations aren't part of the
454 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
455 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
456 */
457#define PROPERTY_SAVECOUNT 0
458
459template <class T>
460void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
461#if DEBUG_DISPLAY_LIST
462    properties().debugOutputProperties(handler.level() + 1);
463#endif
464    if (properties().getLeft() != 0 || properties().getTop() != 0) {
465        renderer.translate(properties().getLeft(), properties().getTop());
466    }
467    if (properties().getStaticMatrix()) {
468        renderer.concatMatrix(*properties().getStaticMatrix());
469    } else if (properties().getAnimationMatrix()) {
470        renderer.concatMatrix(*properties().getAnimationMatrix());
471    }
472    if (properties().hasTransformMatrix()) {
473        if (properties().isTransformTranslateOnly()) {
474            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
475        } else {
476            renderer.concatMatrix(*properties().getTransformMatrix());
477        }
478    }
479    const bool isLayer = properties().effectiveLayerType() != LayerType::None;
480    int clipFlags = properties().getClippingFlags();
481    if (properties().getAlpha() < 1) {
482        if (isLayer) {
483            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
484        }
485        if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
486            // simply scale rendering content's alpha
487            renderer.scaleAlpha(properties().getAlpha());
488        } else {
489            // savelayer needed to create an offscreen buffer
490            Rect layerBounds(0, 0, getWidth(), getHeight());
491            if (clipFlags) {
492                properties().getClippingRectForFlags(clipFlags, &layerBounds);
493                clipFlags = 0; // all clipping done by savelayer
494            }
495            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
496                    layerBounds.left, layerBounds.top,
497                    layerBounds.right, layerBounds.bottom,
498                    (int) (properties().getAlpha() * 255),
499                    SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
500            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
501        }
502
503        if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
504            // pretend alpha always causes savelayer to warn about
505            // performance problem affecting old versions
506            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
507                    static_cast<int>(getWidth()),
508                    static_cast<int>(getHeight()));
509        }
510    }
511    if (clipFlags) {
512        Rect clipRect;
513        properties().getClippingRectForFlags(clipFlags, &clipRect);
514        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
515                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
516                SkRegion::kIntersect_Op);
517        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
518    }
519
520    // TODO: support nesting round rect clips
521    if (mProperties.getRevealClip().willClip()) {
522        Rect bounds;
523        mProperties.getRevealClip().getBounds(&bounds);
524        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
525    } else if (mProperties.getOutline().willClip()) {
526        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
527    }
528}
529
530/**
531 * Apply property-based transformations to input matrix
532 *
533 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
534 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
535 */
536void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
537    if (properties().getLeft() != 0 || properties().getTop() != 0) {
538        matrix.translate(properties().getLeft(), properties().getTop());
539    }
540    if (properties().getStaticMatrix()) {
541        mat4 stat(*properties().getStaticMatrix());
542        matrix.multiply(stat);
543    } else if (properties().getAnimationMatrix()) {
544        mat4 anim(*properties().getAnimationMatrix());
545        matrix.multiply(anim);
546    }
547
548    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
549    if (properties().hasTransformMatrix() || applyTranslationZ) {
550        if (properties().isTransformTranslateOnly()) {
551            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
552                    true3dTransform ? properties().getZ() : 0.0f);
553        } else {
554            if (!true3dTransform) {
555                matrix.multiply(*properties().getTransformMatrix());
556            } else {
557                mat4 true3dMat;
558                true3dMat.loadTranslate(
559                        properties().getPivotX() + properties().getTranslationX(),
560                        properties().getPivotY() + properties().getTranslationY(),
561                        properties().getZ());
562                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
563                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
564                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
565                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
566                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
567
568                matrix.multiply(true3dMat);
569            }
570        }
571    }
572}
573
574/**
575 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
576 *
577 * This should be called before a call to defer() or drawDisplayList()
578 *
579 * Each DisplayList that serves as a 3d root builds its list of composited children,
580 * which are flagged to not draw in the standard draw loop.
581 */
582void RenderNode::computeOrdering() {
583    ATRACE_CALL();
584    mProjectedNodes.clear();
585
586    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
587    // transform properties are applied correctly to top level children
588    if (mDisplayListData == nullptr) return;
589    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
590        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
591        childOp->mRenderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity());
592    }
593}
594
595void RenderNode::computeOrderingImpl(
596        DrawRenderNodeOp* opState,
597        std::vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
598        const mat4* transformFromProjectionSurface) {
599    mProjectedNodes.clear();
600    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
601
602    // TODO: should avoid this calculation in most cases
603    // TODO: just calculate single matrix, down to all leaf composited elements
604    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
605    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
606
607    if (properties().getProjectBackwards()) {
608        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
609        opState->mSkipInOrderDraw = true;
610        opState->mTransformFromCompositingAncestor = localTransformFromProjectionSurface;
611        compositedChildrenOfProjectionSurface->push_back(opState);
612    } else {
613        // standard in order draw
614        opState->mSkipInOrderDraw = false;
615    }
616
617    if (mDisplayListData->children().size() > 0) {
618        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
619        bool haveAppliedPropertiesToProjection = false;
620        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
621            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
622            RenderNode* child = childOp->mRenderNode;
623
624            std::vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
625            const mat4* projectionTransform = nullptr;
626            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
627                // if receiving projections, collect projecting descendant
628
629                // Note that if a direct descendant is projecting backwards, we pass its
630                // grandparent projection collection, since it shouldn't project onto its
631                // parent, where it will already be drawing.
632                projectionChildren = &mProjectedNodes;
633                projectionTransform = &mat4::identity();
634            } else {
635                if (!haveAppliedPropertiesToProjection) {
636                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
637                    haveAppliedPropertiesToProjection = true;
638                }
639                projectionChildren = compositedChildrenOfProjectionSurface;
640                projectionTransform = &localTransformFromProjectionSurface;
641            }
642            child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
643        }
644    }
645}
646
647class DeferOperationHandler {
648public:
649    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
650        : mDeferStruct(deferStruct), mLevel(level) {}
651    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
652        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
653    }
654    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
655    inline void startMark(const char* name) {} // do nothing
656    inline void endMark() {}
657    inline int level() { return mLevel; }
658    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
659    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
660
661private:
662    DeferStateStruct& mDeferStruct;
663    const int mLevel;
664};
665
666void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
667    DeferOperationHandler handler(deferStruct, level);
668    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
669}
670
671class ReplayOperationHandler {
672public:
673    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
674        : mReplayStruct(replayStruct), mLevel(level) {}
675    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
676#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
677        mReplayStruct.mRenderer.eventMark(operation->name());
678#endif
679        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
680    }
681    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
682    inline void startMark(const char* name) {
683        mReplayStruct.mRenderer.startMark(name);
684    }
685    inline void endMark() {
686        mReplayStruct.mRenderer.endMark();
687    }
688    inline int level() { return mLevel; }
689    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
690    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
691
692private:
693    ReplayStateStruct& mReplayStruct;
694    const int mLevel;
695};
696
697void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
698    ReplayOperationHandler handler(replayStruct, level);
699    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
700}
701
702void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
703        std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
704    if (chunk.beginChildIndex == chunk.endChildIndex) return;
705
706    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
707        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
708        RenderNode* child = childOp->mRenderNode;
709        float childZ = child->properties().getZ();
710
711        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
712            zTranslatedNodes.push_back(ZDrawRenderNodeOpPair(childZ, childOp));
713            childOp->mSkipInOrderDraw = true;
714        } else if (!child->properties().getProjectBackwards()) {
715            // regular, in order drawing DisplayList
716            childOp->mSkipInOrderDraw = false;
717        }
718    }
719
720    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
721    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
722}
723
724template <class T>
725void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
726    if (properties().getAlpha() <= 0.0f
727            || properties().getOutline().getAlpha() <= 0.0f
728            || !properties().getOutline().getPath()
729            || properties().getScaleX() == 0
730            || properties().getScaleY() == 0) {
731        // no shadow to draw
732        return;
733    }
734
735    mat4 shadowMatrixXY(transformFromParent);
736    applyViewPropertyTransforms(shadowMatrixXY);
737
738    // Z matrix needs actual 3d transformation, so mapped z values will be correct
739    mat4 shadowMatrixZ(transformFromParent);
740    applyViewPropertyTransforms(shadowMatrixZ, true);
741
742    const SkPath* casterOutlinePath = properties().getOutline().getPath();
743    const SkPath* revealClipPath = properties().getRevealClip().getPath();
744    if (revealClipPath && revealClipPath->isEmpty()) return;
745
746    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
747
748
749    // holds temporary SkPath to store the result of intersections
750    SkPath* frameAllocatedPath = nullptr;
751    const SkPath* outlinePath = casterOutlinePath;
752
753    // intersect the outline with the reveal clip, if present
754    if (revealClipPath) {
755        frameAllocatedPath = handler.allocPathForFrame();
756
757        Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
758        outlinePath = frameAllocatedPath;
759    }
760
761    // intersect the outline with the clipBounds, if present
762    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
763        if (!frameAllocatedPath) {
764            frameAllocatedPath = handler.allocPathForFrame();
765        }
766
767        Rect clipBounds;
768        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
769        SkPath clipBoundsPath;
770        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
771                clipBounds.right, clipBounds.bottom);
772
773        Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
774        outlinePath = frameAllocatedPath;
775    }
776
777    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
778            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
779    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
780}
781
782#define SHADOW_DELTA 0.1f
783
784template <class T>
785void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
786        const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
787        OpenGLRenderer& renderer, T& handler) {
788    const int size = zTranslatedNodes.size();
789    if (size == 0
790            || (mode == ChildrenSelectMode::NegativeZChildren && zTranslatedNodes[0].key > 0.0f)
791            || (mode == ChildrenSelectMode::PositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
792        // no 3d children to draw
793        return;
794    }
795
796    // Apply the base transform of the parent of the 3d children. This isolates
797    // 3d children of the current chunk from transformations made in previous chunks.
798    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
799    renderer.setGlobalMatrix(initialTransform);
800
801    /**
802     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
803     * with very similar Z heights to draw together.
804     *
805     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
806     * underneath both, and neither's shadow is drawn on top of the other.
807     */
808    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
809    size_t drawIndex, shadowIndex, endIndex;
810    if (mode == ChildrenSelectMode::NegativeZChildren) {
811        drawIndex = 0;
812        endIndex = nonNegativeIndex;
813        shadowIndex = endIndex; // draw no shadows
814    } else {
815        drawIndex = nonNegativeIndex;
816        endIndex = size;
817        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
818    }
819
820    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
821            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
822
823    float lastCasterZ = 0.0f;
824    while (shadowIndex < endIndex || drawIndex < endIndex) {
825        if (shadowIndex < endIndex) {
826            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
827            RenderNode* caster = casterOp->mRenderNode;
828            const float casterZ = zTranslatedNodes[shadowIndex].key;
829            // attempt to render the shadow if the caster about to be drawn is its caster,
830            // OR if its caster's Z value is similar to the previous potential caster
831            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
832                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
833
834                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
835                shadowIndex++;
836                continue;
837            }
838        }
839
840        // only the actual child DL draw needs to be in save/restore,
841        // since it modifies the renderer's matrix
842        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
843
844        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
845
846        renderer.concatMatrix(childOp->mTransformFromParent);
847        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
848        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
849        childOp->mSkipInOrderDraw = true;
850
851        renderer.restoreToCount(restoreTo);
852        drawIndex++;
853    }
854    renderer.restoreToCount(rootRestoreTo);
855}
856
857template <class T>
858void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
859    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
860    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
861    int restoreTo = renderer.getSaveCount();
862
863    LinearAllocator& alloc = handler.allocator();
864    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
865            PROPERTY_SAVECOUNT, properties().getClipToBounds());
866
867    // Transform renderer to match background we're projecting onto
868    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
869    const DisplayListOp* op =
870            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
871    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
872    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
873    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
874
875    // If the projection reciever has an outline, we mask projected content to it
876    // (which we know, apriori, are all tessellated paths)
877    renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
878
879    // draw projected nodes
880    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
881        DrawRenderNodeOp* childOp = mProjectedNodes[i];
882
883        // matrix save, concat, and restore can be done safely without allocating operations
884        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
885        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
886        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
887        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
888        childOp->mSkipInOrderDraw = true;
889        renderer.restoreToCount(restoreTo);
890    }
891
892    handler(new (alloc) RestoreToCountOp(restoreTo),
893            PROPERTY_SAVECOUNT, properties().getClipToBounds());
894}
895
896/**
897 * This function serves both defer and replay modes, and will organize the displayList's component
898 * operations for a single frame:
899 *
900 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
901 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
902 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
903 * defer vs replay logic, per operation
904 */
905template <class T>
906void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
907    if (mDisplayListData->isEmpty()) {
908        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
909                this, getName());
910        return;
911    }
912
913    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
914    // If we are updating the contents of mLayer, we don't want to apply any of
915    // the RenderNode's properties to this issueOperations pass. Those will all
916    // be applied when the layer is drawn, aka when this is true.
917    const bool useViewProperties = (!mLayer || drawLayer);
918    if (useViewProperties) {
919        const Outline& outline = properties().getOutline();
920        if (properties().getAlpha() <= 0
921                || (outline.getShouldClip() && outline.isEmpty())
922                || properties().getScaleX() == 0
923                || properties().getScaleY() == 0) {
924            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
925                    this, getName());
926            return;
927        }
928    }
929
930    handler.startMark(getName());
931
932#if DEBUG_DISPLAY_LIST
933    const Rect& clipRect = renderer.getLocalClipBounds();
934    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
935            handler.level() * 2, "", this, getName(),
936            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
937#endif
938
939    LinearAllocator& alloc = handler.allocator();
940    int restoreTo = renderer.getSaveCount();
941    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
942            PROPERTY_SAVECOUNT, properties().getClipToBounds());
943
944    DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
945            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
946
947    if (useViewProperties) {
948        setViewProperties<T>(renderer, handler);
949    }
950
951    bool quickRejected = properties().getClipToBounds()
952            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
953    if (!quickRejected) {
954        Matrix4 initialTransform(*(renderer.currentTransform()));
955        renderer.setBaseTransform(initialTransform);
956
957        if (drawLayer) {
958            handler(new (alloc) DrawLayerOp(mLayer),
959                    renderer.getSaveCount() - 1, properties().getClipToBounds());
960        } else {
961            const int saveCountOffset = renderer.getSaveCount() - 1;
962            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
963            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
964                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
965
966                std::vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
967                buildZSortedChildList(chunk, zTranslatedNodes);
968
969                issueOperationsOf3dChildren(ChildrenSelectMode::NegativeZChildren,
970                        initialTransform, zTranslatedNodes, renderer, handler);
971
972
973                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
974                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
975#if DEBUG_DISPLAY_LIST
976                    op->output(handler.level() + 1);
977#endif
978                    handler(op, saveCountOffset, properties().getClipToBounds());
979
980                    if (CC_UNLIKELY(!mProjectedNodes.empty() && projectionReceiveIndex >= 0 &&
981                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
982                        issueOperationsOfProjectedChildren(renderer, handler);
983                    }
984                }
985
986                issueOperationsOf3dChildren(ChildrenSelectMode::PositiveZChildren,
987                        initialTransform, zTranslatedNodes, renderer, handler);
988            }
989        }
990    }
991
992    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
993    handler(new (alloc) RestoreToCountOp(restoreTo),
994            PROPERTY_SAVECOUNT, properties().getClipToBounds());
995
996    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
997    handler.endMark();
998}
999
1000} /* namespace uirenderer */
1001} /* namespace android */
1002