RenderNode.cpp revision a7e5367b5c9d180ccc010cf5cc45e25c021f2ee6
1/*
2 * Copyright (C) 2014 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define ATRACE_TAG ATRACE_TAG_VIEW
18#define LOG_TAG "OpenGLRenderer"
19
20#include "RenderNode.h"
21
22#include <algorithm>
23#include <string>
24
25#include <SkCanvas.h>
26#include <algorithm>
27
28
29#include "DamageAccumulator.h"
30#include "Debug.h"
31#include "DisplayListOp.h"
32#include "LayerRenderer.h"
33#include "OpenGLRenderer.h"
34#include "TreeInfo.h"
35#include "utils/MathUtils.h"
36#include "utils/TraceUtils.h"
37#include "renderthread/CanvasContext.h"
38
39namespace android {
40namespace uirenderer {
41
42void RenderNode::debugDumpLayers(const char* prefix) {
43    if (mLayer) {
44        ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
45                prefix, this, getName(), mLayer, mLayer->getFbo(),
46                mLayer->wasBuildLayered ? "true" : "false");
47    }
48    if (mDisplayListData) {
49        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
50            mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
51        }
52    }
53}
54
55RenderNode::RenderNode()
56        : mDirtyPropertyFields(0)
57        , mNeedsDisplayListDataSync(false)
58        , mDisplayListData(nullptr)
59        , mStagingDisplayListData(nullptr)
60        , mAnimatorManager(*this)
61        , mLayer(nullptr)
62        , mParentCount(0) {
63}
64
65RenderNode::~RenderNode() {
66    deleteDisplayListData();
67    delete mStagingDisplayListData;
68    if (mLayer) {
69        ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
70        mLayer->postDecStrong();
71        mLayer = nullptr;
72    }
73}
74
75void RenderNode::setStagingDisplayList(DisplayListData* data) {
76    mNeedsDisplayListDataSync = true;
77    delete mStagingDisplayListData;
78    mStagingDisplayListData = data;
79}
80
81/**
82 * This function is a simplified version of replay(), where we simply retrieve and log the
83 * display list. This function should remain in sync with the replay() function.
84 */
85void RenderNode::output(uint32_t level) {
86    ALOGD("%*sStart display list (%p, %s%s%s%s)", (level - 1) * 2, "", this,
87            getName(),
88            (properties().hasShadow() ? ", casting shadow" : ""),
89            (isRenderable() ? "" : ", empty"),
90            (mLayer != nullptr ? ", on HW Layer" : ""));
91    ALOGD("%*s%s %d", level * 2, "", "Save",
92            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
93
94    properties().debugOutputProperties(level);
95    int flags = DisplayListOp::kOpLogFlag_Recurse;
96    if (mDisplayListData) {
97        // TODO: consider printing the chunk boundaries here
98        for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
99            mDisplayListData->displayListOps[i]->output(level, flags);
100        }
101    }
102
103    ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
104}
105
106int RenderNode::getDebugSize() {
107    int size = sizeof(RenderNode);
108    if (mStagingDisplayListData) {
109        size += mStagingDisplayListData->getUsedSize();
110    }
111    if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
112        size += mDisplayListData->getUsedSize();
113    }
114    return size;
115}
116
117void RenderNode::prepareTree(TreeInfo& info) {
118    ATRACE_CALL();
119    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
120
121    prepareTreeImpl(info);
122}
123
124void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
125    mAnimatorManager.addAnimator(animator);
126}
127
128void RenderNode::damageSelf(TreeInfo& info) {
129    if (isRenderable()) {
130        if (properties().getClipDamageToBounds()) {
131            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
132        } else {
133            // Hope this is big enough?
134            // TODO: Get this from the display list ops or something
135            info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
136        }
137    }
138}
139
140void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
141    LayerType layerType = properties().layerProperties().type();
142    if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
143        // Damage applied so far needs to affect our parent, but does not require
144        // the layer to be updated. So we pop/push here to clear out the current
145        // damage and get a clean state for display list or children updates to
146        // affect, which will require the layer to be updated
147        info.damageAccumulator->popTransform();
148        info.damageAccumulator->pushTransform(this);
149        if (dirtyMask & DISPLAY_LIST) {
150            damageSelf(info);
151        }
152    }
153}
154
155void RenderNode::pushLayerUpdate(TreeInfo& info) {
156    LayerType layerType = properties().layerProperties().type();
157    // If we are not a layer OR we cannot be rendered (eg, view was detached)
158    // we need to destroy any Layers we may have had previously
159    if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
160        if (CC_UNLIKELY(mLayer)) {
161            LayerRenderer::destroyLayer(mLayer);
162            mLayer = nullptr;
163        }
164        return;
165    }
166
167    bool transformUpdateNeeded = false;
168    if (!mLayer) {
169        mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
170        applyLayerPropertiesToLayer(info);
171        damageSelf(info);
172        transformUpdateNeeded = true;
173    } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
174        if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
175            LayerRenderer::destroyLayer(mLayer);
176            mLayer = nullptr;
177        }
178        damageSelf(info);
179        transformUpdateNeeded = true;
180    }
181
182    SkRect dirty;
183    info.damageAccumulator->peekAtDirty(&dirty);
184
185    if (!mLayer) {
186        Caches::getInstance().dumpMemoryUsage();
187        if (info.errorHandler) {
188            std::string msg = "Unable to create layer for ";
189            msg += getName();
190            info.errorHandler->onError(msg);
191        }
192        return;
193    }
194
195    if (transformUpdateNeeded) {
196        // update the transform in window of the layer to reset its origin wrt light source position
197        Matrix4 windowTransform;
198        info.damageAccumulator->computeCurrentTransform(&windowTransform);
199        mLayer->setWindowTransform(windowTransform);
200    }
201
202    if (dirty.intersect(0, 0, getWidth(), getHeight())) {
203        dirty.roundOut(&dirty);
204        mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
205    }
206    // This is not inside the above if because we may have called
207    // updateDeferred on a previous prepare pass that didn't have a renderer
208    if (info.renderer && mLayer->deferredUpdateScheduled) {
209        info.renderer->pushLayerUpdate(mLayer);
210    }
211
212    if (CC_UNLIKELY(info.canvasContext)) {
213        // If canvasContext is not null that means there are prefetched layers
214        // that need to be accounted for. That might be us, so tell CanvasContext
215        // that this layer is in the tree and should not be destroyed.
216        info.canvasContext->markLayerInUse(this);
217    }
218}
219
220void RenderNode::prepareTreeImpl(TreeInfo& info) {
221    info.damageAccumulator->pushTransform(this);
222
223    if (info.mode == TreeInfo::MODE_FULL) {
224        pushStagingPropertiesChanges(info);
225    }
226    uint32_t animatorDirtyMask = 0;
227    if (CC_LIKELY(info.runAnimations)) {
228        animatorDirtyMask = mAnimatorManager.animate(info);
229    }
230    prepareLayer(info, animatorDirtyMask);
231    if (info.mode == TreeInfo::MODE_FULL) {
232        pushStagingDisplayListChanges(info);
233    }
234    prepareSubTree(info, mDisplayListData);
235    pushLayerUpdate(info);
236
237    info.damageAccumulator->popTransform();
238}
239
240void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
241    // Push the animators first so that setupStartValueIfNecessary() is called
242    // before properties() is trampled by stagingProperties(), as they are
243    // required by some animators.
244    if (CC_LIKELY(info.runAnimations)) {
245        mAnimatorManager.pushStaging();
246    }
247    if (mDirtyPropertyFields) {
248        mDirtyPropertyFields = 0;
249        damageSelf(info);
250        info.damageAccumulator->popTransform();
251        mProperties = mStagingProperties;
252        applyLayerPropertiesToLayer(info);
253        // We could try to be clever and only re-damage if the matrix changed.
254        // However, we don't need to worry about that. The cost of over-damaging
255        // here is only going to be a single additional map rect of this node
256        // plus a rect join(). The parent's transform (and up) will only be
257        // performed once.
258        info.damageAccumulator->pushTransform(this);
259        damageSelf(info);
260    }
261}
262
263void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
264    if (CC_LIKELY(!mLayer)) return;
265
266    const LayerProperties& props = properties().layerProperties();
267    mLayer->setAlpha(props.alpha(), props.xferMode());
268    mLayer->setColorFilter(props.colorFilter());
269    mLayer->setBlend(props.needsBlending());
270}
271
272void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
273    if (mNeedsDisplayListDataSync) {
274        mNeedsDisplayListDataSync = false;
275        // Make sure we inc first so that we don't fluctuate between 0 and 1,
276        // which would thrash the layer cache
277        if (mStagingDisplayListData) {
278            for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
279                mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
280            }
281        }
282        // Damage with the old display list first then the new one to catch any
283        // changes in isRenderable or, in the future, bounds
284        damageSelf(info);
285        deleteDisplayListData();
286        // TODO: Remove this caches stuff
287        if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
288            Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
289        }
290        mDisplayListData = mStagingDisplayListData;
291        mStagingDisplayListData = nullptr;
292        if (mDisplayListData) {
293            for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
294                (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
295            }
296        }
297        damageSelf(info);
298    }
299}
300
301void RenderNode::deleteDisplayListData() {
302    if (mDisplayListData) {
303        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
304            mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
305        }
306        if (mDisplayListData->functors.size()) {
307            Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
308        }
309    }
310    delete mDisplayListData;
311    mDisplayListData = nullptr;
312}
313
314void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
315    if (subtree) {
316        TextureCache& cache = Caches::getInstance().textureCache;
317        info.out.hasFunctors |= subtree->functors.size();
318        for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
319            info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
320        }
321        for (size_t i = 0; i < subtree->children().size(); i++) {
322            DrawRenderNodeOp* op = subtree->children()[i];
323            RenderNode* childNode = op->mRenderNode;
324            info.damageAccumulator->pushTransform(&op->mTransformFromParent);
325            childNode->prepareTreeImpl(info);
326            info.damageAccumulator->popTransform();
327        }
328    }
329}
330
331void RenderNode::destroyHardwareResources() {
332    if (mLayer) {
333        LayerRenderer::destroyLayer(mLayer);
334        mLayer = nullptr;
335    }
336    if (mDisplayListData) {
337        for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
338            mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
339        }
340        if (mNeedsDisplayListDataSync) {
341            // Next prepare tree we are going to push a new display list, so we can
342            // drop our current one now
343            deleteDisplayListData();
344        }
345    }
346}
347
348void RenderNode::decParentRefCount() {
349    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
350    mParentCount--;
351    if (!mParentCount) {
352        // If a child of ours is being attached to our parent then this will incorrectly
353        // destroy its hardware resources. However, this situation is highly unlikely
354        // and the failure is "just" that the layer is re-created, so this should
355        // be safe enough
356        destroyHardwareResources();
357    }
358}
359
360/*
361 * For property operations, we pass a savecount of 0, since the operations aren't part of the
362 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
363 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
364 */
365#define PROPERTY_SAVECOUNT 0
366
367template <class T>
368void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
369#if DEBUG_DISPLAY_LIST
370    properties().debugOutputProperties(handler.level() + 1);
371#endif
372    if (properties().getLeft() != 0 || properties().getTop() != 0) {
373        renderer.translate(properties().getLeft(), properties().getTop());
374    }
375    if (properties().getStaticMatrix()) {
376        renderer.concatMatrix(*properties().getStaticMatrix());
377    } else if (properties().getAnimationMatrix()) {
378        renderer.concatMatrix(*properties().getAnimationMatrix());
379    }
380    if (properties().hasTransformMatrix()) {
381        if (properties().isTransformTranslateOnly()) {
382            renderer.translate(properties().getTranslationX(), properties().getTranslationY());
383        } else {
384            renderer.concatMatrix(*properties().getTransformMatrix());
385        }
386    }
387    const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
388    int clipFlags = properties().getClippingFlags();
389    if (properties().getAlpha() < 1) {
390        if (isLayer) {
391            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
392
393            renderer.setOverrideLayerAlpha(properties().getAlpha());
394        } else if (!properties().getHasOverlappingRendering()) {
395            renderer.scaleAlpha(properties().getAlpha());
396        } else {
397            Rect layerBounds(0, 0, getWidth(), getHeight());
398            int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
399            if (clipFlags) {
400                saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
401                properties().getClippingRectForFlags(clipFlags, &layerBounds);
402                clipFlags = 0; // all clipping done by saveLayer
403            }
404
405            ATRACE_FORMAT("%s alpha caused %ssaveLayer %dx%d", getName(),
406                    (saveFlags & SkCanvas::kClipToLayer_SaveFlag) ? "" : "unclipped ",
407                    static_cast<int>(layerBounds.getWidth()),
408                    static_cast<int>(layerBounds.getHeight()));
409
410            SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
411                    layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
412                    properties().getAlpha() * 255, saveFlags);
413            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
414        }
415    }
416    if (clipFlags) {
417        Rect clipRect;
418        properties().getClippingRectForFlags(clipFlags, &clipRect);
419        ClipRectOp* op = new (handler.allocator()) ClipRectOp(
420                clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
421                SkRegion::kIntersect_Op);
422        handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
423    }
424
425    // TODO: support nesting round rect clips
426    if (mProperties.getRevealClip().willClip()) {
427        Rect bounds;
428        mProperties.getRevealClip().getBounds(&bounds);
429        renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
430    } else if (mProperties.getOutline().willClip()) {
431        renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
432    }
433}
434
435/**
436 * Apply property-based transformations to input matrix
437 *
438 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
439 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
440 */
441void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
442    if (properties().getLeft() != 0 || properties().getTop() != 0) {
443        matrix.translate(properties().getLeft(), properties().getTop());
444    }
445    if (properties().getStaticMatrix()) {
446        mat4 stat(*properties().getStaticMatrix());
447        matrix.multiply(stat);
448    } else if (properties().getAnimationMatrix()) {
449        mat4 anim(*properties().getAnimationMatrix());
450        matrix.multiply(anim);
451    }
452
453    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
454    if (properties().hasTransformMatrix() || applyTranslationZ) {
455        if (properties().isTransformTranslateOnly()) {
456            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
457                    true3dTransform ? properties().getZ() : 0.0f);
458        } else {
459            if (!true3dTransform) {
460                matrix.multiply(*properties().getTransformMatrix());
461            } else {
462                mat4 true3dMat;
463                true3dMat.loadTranslate(
464                        properties().getPivotX() + properties().getTranslationX(),
465                        properties().getPivotY() + properties().getTranslationY(),
466                        properties().getZ());
467                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
468                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
469                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
470                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
471                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
472
473                matrix.multiply(true3dMat);
474            }
475        }
476    }
477}
478
479/**
480 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
481 *
482 * This should be called before a call to defer() or drawDisplayList()
483 *
484 * Each DisplayList that serves as a 3d root builds its list of composited children,
485 * which are flagged to not draw in the standard draw loop.
486 */
487void RenderNode::computeOrdering() {
488    ATRACE_CALL();
489    mProjectedNodes.clear();
490
491    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
492    // transform properties are applied correctly to top level children
493    if (mDisplayListData == nullptr) return;
494    for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
495        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
496        childOp->mRenderNode->computeOrderingImpl(childOp,
497                properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
498    }
499}
500
501void RenderNode::computeOrderingImpl(
502        DrawRenderNodeOp* opState,
503        const SkPath* outlineOfProjectionSurface,
504        Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
505        const mat4* transformFromProjectionSurface) {
506    mProjectedNodes.clear();
507    if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
508
509    // TODO: should avoid this calculation in most cases
510    // TODO: just calculate single matrix, down to all leaf composited elements
511    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
512    localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
513
514    if (properties().getProjectBackwards()) {
515        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
516        opState->mSkipInOrderDraw = true;
517        opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
518        compositedChildrenOfProjectionSurface->add(opState);
519    } else {
520        // standard in order draw
521        opState->mSkipInOrderDraw = false;
522    }
523
524    if (mDisplayListData->children().size() > 0) {
525        const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
526        bool haveAppliedPropertiesToProjection = false;
527        for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
528            DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
529            RenderNode* child = childOp->mRenderNode;
530
531            const SkPath* projectionOutline = nullptr;
532            Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
533            const mat4* projectionTransform = nullptr;
534            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
535                // if receiving projections, collect projecting descendent
536
537                // Note that if a direct descendent is projecting backwards, we pass it's
538                // grandparent projection collection, since it shouldn't project onto it's
539                // parent, where it will already be drawing.
540                projectionOutline = properties().getOutline().getPath();
541                projectionChildren = &mProjectedNodes;
542                projectionTransform = &mat4::identity();
543            } else {
544                if (!haveAppliedPropertiesToProjection) {
545                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
546                    haveAppliedPropertiesToProjection = true;
547                }
548                projectionOutline = outlineOfProjectionSurface;
549                projectionChildren = compositedChildrenOfProjectionSurface;
550                projectionTransform = &localTransformFromProjectionSurface;
551            }
552            child->computeOrderingImpl(childOp,
553                    projectionOutline, projectionChildren, projectionTransform);
554        }
555    }
556}
557
558class DeferOperationHandler {
559public:
560    DeferOperationHandler(DeferStateStruct& deferStruct, int level)
561        : mDeferStruct(deferStruct), mLevel(level) {}
562    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
563        operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
564    }
565    inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
566    inline void startMark(const char* name) {} // do nothing
567    inline void endMark() {}
568    inline int level() { return mLevel; }
569    inline int replayFlags() { return mDeferStruct.mReplayFlags; }
570    inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
571
572private:
573    DeferStateStruct& mDeferStruct;
574    const int mLevel;
575};
576
577void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
578    DeferOperationHandler handler(deferStruct, level);
579    issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
580}
581
582class ReplayOperationHandler {
583public:
584    ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
585        : mReplayStruct(replayStruct), mLevel(level) {}
586    inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
587#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
588        mReplayStruct.mRenderer.eventMark(operation->name());
589#endif
590        operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
591    }
592    inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
593    inline void startMark(const char* name) {
594        mReplayStruct.mRenderer.startMark(name);
595    }
596    inline void endMark() {
597        mReplayStruct.mRenderer.endMark();
598    }
599    inline int level() { return mLevel; }
600    inline int replayFlags() { return mReplayStruct.mReplayFlags; }
601    inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
602
603private:
604    ReplayStateStruct& mReplayStruct;
605    const int mLevel;
606};
607
608void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
609    ReplayOperationHandler handler(replayStruct, level);
610    issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
611}
612
613void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
614        Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
615    if (chunk.beginChildIndex == chunk.endChildIndex) return;
616
617    for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
618        DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
619        RenderNode* child = childOp->mRenderNode;
620        float childZ = child->properties().getZ();
621
622        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
623            zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
624            childOp->mSkipInOrderDraw = true;
625        } else if (!child->properties().getProjectBackwards()) {
626            // regular, in order drawing DisplayList
627            childOp->mSkipInOrderDraw = false;
628        }
629    }
630
631    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
632    std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
633}
634
635template <class T>
636void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
637    if (properties().getAlpha() <= 0.0f
638            || properties().getOutline().getAlpha() <= 0.0f
639            || !properties().getOutline().getPath()) {
640        // no shadow to draw
641        return;
642    }
643
644    mat4 shadowMatrixXY(transformFromParent);
645    applyViewPropertyTransforms(shadowMatrixXY);
646
647    // Z matrix needs actual 3d transformation, so mapped z values will be correct
648    mat4 shadowMatrixZ(transformFromParent);
649    applyViewPropertyTransforms(shadowMatrixZ, true);
650
651    const SkPath* casterOutlinePath = properties().getOutline().getPath();
652    const SkPath* revealClipPath = properties().getRevealClip().getPath();
653    if (revealClipPath && revealClipPath->isEmpty()) return;
654
655    float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
656
657
658    // holds temporary SkPath to store the result of intersections
659    SkPath* frameAllocatedPath = nullptr;
660    const SkPath* outlinePath = casterOutlinePath;
661
662    // intersect the outline with the reveal clip, if present
663    if (revealClipPath) {
664        frameAllocatedPath = handler.allocPathForFrame();
665
666        Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
667        outlinePath = frameAllocatedPath;
668    }
669
670    // intersect the outline with the clipBounds, if present
671    if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
672        if (!frameAllocatedPath) {
673            frameAllocatedPath = handler.allocPathForFrame();
674        }
675
676        Rect clipBounds;
677        properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
678        SkPath clipBoundsPath;
679        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
680                clipBounds.right, clipBounds.bottom);
681
682        Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
683        outlinePath = frameAllocatedPath;
684    }
685
686    DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
687            shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
688    handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
689}
690
691#define SHADOW_DELTA 0.1f
692
693template <class T>
694void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
695        const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
696        OpenGLRenderer& renderer, T& handler) {
697    const int size = zTranslatedNodes.size();
698    if (size == 0
699            || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
700            || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
701        // no 3d children to draw
702        return;
703    }
704
705    // Apply the base transform of the parent of the 3d children. This isolates
706    // 3d children of the current chunk from transformations made in previous chunks.
707    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
708    renderer.setMatrix(initialTransform);
709
710    /**
711     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
712     * with very similar Z heights to draw together.
713     *
714     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
715     * underneath both, and neither's shadow is drawn on top of the other.
716     */
717    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
718    size_t drawIndex, shadowIndex, endIndex;
719    if (mode == kNegativeZChildren) {
720        drawIndex = 0;
721        endIndex = nonNegativeIndex;
722        shadowIndex = endIndex; // draw no shadows
723    } else {
724        drawIndex = nonNegativeIndex;
725        endIndex = size;
726        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
727    }
728
729    DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
730            endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
731
732    float lastCasterZ = 0.0f;
733    while (shadowIndex < endIndex || drawIndex < endIndex) {
734        if (shadowIndex < endIndex) {
735            DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
736            RenderNode* caster = casterOp->mRenderNode;
737            const float casterZ = zTranslatedNodes[shadowIndex].key;
738            // attempt to render the shadow if the caster about to be drawn is its caster,
739            // OR if its caster's Z value is similar to the previous potential caster
740            if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
741                caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
742
743                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
744                shadowIndex++;
745                continue;
746            }
747        }
748
749        // only the actual child DL draw needs to be in save/restore,
750        // since it modifies the renderer's matrix
751        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
752
753        DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
754
755        renderer.concatMatrix(childOp->mTransformFromParent);
756        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
757        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
758        childOp->mSkipInOrderDraw = true;
759
760        renderer.restoreToCount(restoreTo);
761        drawIndex++;
762    }
763    renderer.restoreToCount(rootRestoreTo);
764}
765
766template <class T>
767void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
768    DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
769    const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
770    int restoreTo = renderer.getSaveCount();
771
772    LinearAllocator& alloc = handler.allocator();
773    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
774            PROPERTY_SAVECOUNT, properties().getClipToBounds());
775
776    // Transform renderer to match background we're projecting onto
777    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
778    const DisplayListOp* op =
779            (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
780    const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
781    const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
782    renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
783
784    // If the projection reciever has an outline, we mask each of the projected rendernodes to it
785    // Either with clipRect, or special saveLayer masking
786    if (projectionReceiverOutline != nullptr) {
787        const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
788        if (projectionReceiverOutline->isRect(nullptr)) {
789            // mask to the rect outline simply with clipRect
790            ClipRectOp* clipOp = new (alloc) ClipRectOp(
791                    outlineBounds.left(), outlineBounds.top(),
792                    outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
793            handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
794        } else {
795            // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
796            SaveLayerOp* op = new (alloc) SaveLayerOp(
797                    outlineBounds.left(), outlineBounds.top(),
798                    outlineBounds.right(), outlineBounds.bottom(),
799                    255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
800            op->setMask(projectionReceiverOutline);
801            handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
802
803            /* TODO: add optimizations here to take advantage of placement/size of projected
804             * children (which may shrink saveLayer area significantly). This is dependent on
805             * passing actual drawing/dirtying bounds of projected content down to native.
806             */
807        }
808    }
809
810    // draw projected nodes
811    for (size_t i = 0; i < mProjectedNodes.size(); i++) {
812        DrawRenderNodeOp* childOp = mProjectedNodes[i];
813
814        // matrix save, concat, and restore can be done safely without allocating operations
815        int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
816        renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
817        childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
818        handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
819        childOp->mSkipInOrderDraw = true;
820        renderer.restoreToCount(restoreTo);
821    }
822
823    if (projectionReceiverOutline != nullptr) {
824        handler(new (alloc) RestoreToCountOp(restoreTo),
825                PROPERTY_SAVECOUNT, properties().getClipToBounds());
826    }
827}
828
829/**
830 * This function serves both defer and replay modes, and will organize the displayList's component
831 * operations for a single frame:
832 *
833 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
834 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
835 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
836 * defer vs replay logic, per operation
837 */
838template <class T>
839void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
840    if (mDisplayListData->isEmpty()) {
841        DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
842        return;
843    }
844
845    const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
846    // If we are updating the contents of mLayer, we don't want to apply any of
847    // the RenderNode's properties to this issueOperations pass. Those will all
848    // be applied when the layer is drawn, aka when this is true.
849    const bool useViewProperties = (!mLayer || drawLayer);
850    if (useViewProperties) {
851        const Outline& outline = properties().getOutline();
852        if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
853            DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
854            return;
855        }
856    }
857
858    handler.startMark(getName());
859
860#if DEBUG_DISPLAY_LIST
861    const Rect& clipRect = renderer.getLocalClipBounds();
862    DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
863            handler.level() * 2, "", this, getName(),
864            clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
865#endif
866
867    LinearAllocator& alloc = handler.allocator();
868    int restoreTo = renderer.getSaveCount();
869    handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
870            PROPERTY_SAVECOUNT, properties().getClipToBounds());
871
872    DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
873            SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
874
875    if (useViewProperties) {
876        setViewProperties<T>(renderer, handler);
877    }
878
879    bool quickRejected = properties().getClipToBounds()
880            && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
881    if (!quickRejected) {
882        Matrix4 initialTransform(*(renderer.currentTransform()));
883
884        if (drawLayer) {
885            handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
886                    renderer.getSaveCount() - 1, properties().getClipToBounds());
887        } else {
888            const int saveCountOffset = renderer.getSaveCount() - 1;
889            const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
890            for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
891                const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
892
893                Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
894                buildZSortedChildList(chunk, zTranslatedNodes);
895
896                issueOperationsOf3dChildren(kNegativeZChildren,
897                        initialTransform, zTranslatedNodes, renderer, handler);
898
899
900                for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
901                    DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
902#if DEBUG_DISPLAY_LIST
903                    op->output(handler.level() + 1);
904#endif
905                    handler(op, saveCountOffset, properties().getClipToBounds());
906
907                    if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
908                        opIndex == static_cast<size_t>(projectionReceiveIndex))) {
909                        issueOperationsOfProjectedChildren(renderer, handler);
910                    }
911                }
912
913                issueOperationsOf3dChildren(kPositiveZChildren,
914                        initialTransform, zTranslatedNodes, renderer, handler);
915            }
916        }
917    }
918
919    DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
920    handler(new (alloc) RestoreToCountOp(restoreTo),
921            PROPERTY_SAVECOUNT, properties().getClipToBounds());
922    renderer.setOverrideLayerAlpha(1.0f);
923
924    DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
925    handler.endMark();
926}
927
928} /* namespace uirenderer */
929} /* namespace android */
930