RenderNode.cpp revision ac7b6d33d23cb0baaf61c723346198d41f012035
1/* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define ATRACE_TAG ATRACE_TAG_VIEW 18#define LOG_TAG "OpenGLRenderer" 19 20#include "RenderNode.h" 21 22#include <algorithm> 23#include <string> 24 25#include <SkCanvas.h> 26#include <algorithm> 27 28 29#include "DamageAccumulator.h" 30#include "Debug.h" 31#include "DisplayListOp.h" 32#include "LayerRenderer.h" 33#include "OpenGLRenderer.h" 34#include "TreeInfo.h" 35#include "utils/MathUtils.h" 36#include "utils/TraceUtils.h" 37#include "renderthread/CanvasContext.h" 38 39namespace android { 40namespace uirenderer { 41 42void RenderNode::debugDumpLayers(const char* prefix) { 43 if (mLayer) { 44 ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)", 45 prefix, this, getName(), mLayer, mLayer->getFbo(), 46 mLayer->wasBuildLayered ? "true" : "false"); 47 } 48 if (mDisplayListData) { 49 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 50 mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix); 51 } 52 } 53} 54 55RenderNode::RenderNode() 56 : mDirtyPropertyFields(0) 57 , mNeedsDisplayListDataSync(false) 58 , mDisplayListData(nullptr) 59 , mStagingDisplayListData(nullptr) 60 , mAnimatorManager(*this) 61 , mLayer(nullptr) 62 , mParentCount(0) { 63} 64 65RenderNode::~RenderNode() { 66 deleteDisplayListData(); 67 delete mStagingDisplayListData; 68 if (mLayer) { 69 ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer); 70 mLayer->postDecStrong(); 71 mLayer = nullptr; 72 } 73} 74 75void RenderNode::setStagingDisplayList(DisplayListData* data) { 76 mNeedsDisplayListDataSync = true; 77 delete mStagingDisplayListData; 78 mStagingDisplayListData = data; 79} 80 81/** 82 * This function is a simplified version of replay(), where we simply retrieve and log the 83 * display list. This function should remain in sync with the replay() function. 84 */ 85void RenderNode::output(uint32_t level) { 86 ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this, 87 getName(), 88 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), 89 (properties().hasShadow() ? ", casting shadow" : ""), 90 (isRenderable() ? "" : ", empty"), 91 (properties().getProjectBackwards() ? ", projected" : ""), 92 (mLayer != nullptr ? ", on HW Layer" : "")); 93 ALOGD("%*s%s %d", level * 2, "", "Save", 94 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 95 96 properties().debugOutputProperties(level); 97 int flags = DisplayListOp::kOpLogFlag_Recurse; 98 if (mDisplayListData) { 99 // TODO: consider printing the chunk boundaries here 100 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { 101 mDisplayListData->displayListOps[i]->output(level, flags); 102 } 103 } 104 105 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); 106} 107 108int RenderNode::getDebugSize() { 109 int size = sizeof(RenderNode); 110 if (mStagingDisplayListData) { 111 size += mStagingDisplayListData->getUsedSize(); 112 } 113 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { 114 size += mDisplayListData->getUsedSize(); 115 } 116 return size; 117} 118 119void RenderNode::prepareTree(TreeInfo& info) { 120 ATRACE_CALL(); 121 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); 122 123 // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer. 124 bool functorsNeedLayer = Properties::debugOverdraw; 125 126 prepareTreeImpl(info, functorsNeedLayer); 127} 128 129void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { 130 mAnimatorManager.addAnimator(animator); 131} 132 133void RenderNode::damageSelf(TreeInfo& info) { 134 if (isRenderable()) { 135 if (properties().getClipDamageToBounds()) { 136 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight()); 137 } else { 138 // Hope this is big enough? 139 // TODO: Get this from the display list ops or something 140 info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX); 141 } 142 } 143} 144 145void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) { 146 LayerType layerType = properties().effectiveLayerType(); 147 if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { 148 // Damage applied so far needs to affect our parent, but does not require 149 // the layer to be updated. So we pop/push here to clear out the current 150 // damage and get a clean state for display list or children updates to 151 // affect, which will require the layer to be updated 152 info.damageAccumulator->popTransform(); 153 info.damageAccumulator->pushTransform(this); 154 if (dirtyMask & DISPLAY_LIST) { 155 damageSelf(info); 156 } 157 } 158} 159 160void RenderNode::pushLayerUpdate(TreeInfo& info) { 161 LayerType layerType = properties().effectiveLayerType(); 162 // If we are not a layer OR we cannot be rendered (eg, view was detached) 163 // we need to destroy any Layers we may have had previously 164 if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) { 165 if (CC_UNLIKELY(mLayer)) { 166 LayerRenderer::destroyLayer(mLayer); 167 mLayer = nullptr; 168 } 169 return; 170 } 171 172 bool transformUpdateNeeded = false; 173 if (!mLayer) { 174 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); 175 applyLayerPropertiesToLayer(info); 176 damageSelf(info); 177 transformUpdateNeeded = true; 178 } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) { 179 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { 180 LayerRenderer::destroyLayer(mLayer); 181 mLayer = nullptr; 182 } 183 damageSelf(info); 184 transformUpdateNeeded = true; 185 } 186 187 SkRect dirty; 188 info.damageAccumulator->peekAtDirty(&dirty); 189 190 if (!mLayer) { 191 Caches::getInstance().dumpMemoryUsage(); 192 if (info.errorHandler) { 193 std::string msg = "Unable to create layer for "; 194 msg += getName(); 195 info.errorHandler->onError(msg); 196 } 197 return; 198 } 199 200 if (transformUpdateNeeded) { 201 // update the transform in window of the layer to reset its origin wrt light source position 202 Matrix4 windowTransform; 203 info.damageAccumulator->computeCurrentTransform(&windowTransform); 204 mLayer->setWindowTransform(windowTransform); 205 } 206 207 if (dirty.intersect(0, 0, getWidth(), getHeight())) { 208 dirty.roundOut(&dirty); 209 mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom); 210 } 211 // This is not inside the above if because we may have called 212 // updateDeferred on a previous prepare pass that didn't have a renderer 213 if (info.renderer && mLayer->deferredUpdateScheduled) { 214 info.renderer->pushLayerUpdate(mLayer); 215 } 216 217 if (CC_UNLIKELY(info.canvasContext)) { 218 // If canvasContext is not null that means there are prefetched layers 219 // that need to be accounted for. That might be us, so tell CanvasContext 220 // that this layer is in the tree and should not be destroyed. 221 info.canvasContext->markLayerInUse(this); 222 } 223} 224 225/** 226 * Traverse down the the draw tree to prepare for a frame. 227 * 228 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven 229 * 230 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the 231 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer. 232 */ 233void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) { 234 info.damageAccumulator->pushTransform(this); 235 236 if (info.mode == TreeInfo::MODE_FULL) { 237 pushStagingPropertiesChanges(info); 238 } 239 uint32_t animatorDirtyMask = 0; 240 if (CC_LIKELY(info.runAnimations)) { 241 animatorDirtyMask = mAnimatorManager.animate(info); 242 } 243 244 bool willHaveFunctor = false; 245 if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) { 246 willHaveFunctor = !mStagingDisplayListData->functors.isEmpty(); 247 } else if (mDisplayListData) { 248 willHaveFunctor = !mDisplayListData->functors.isEmpty(); 249 } 250 bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( 251 willHaveFunctor, functorsNeedLayer); 252 253 prepareLayer(info, animatorDirtyMask); 254 if (info.mode == TreeInfo::MODE_FULL) { 255 pushStagingDisplayListChanges(info); 256 } 257 prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData); 258 pushLayerUpdate(info); 259 260 info.damageAccumulator->popTransform(); 261} 262 263void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { 264 // Push the animators first so that setupStartValueIfNecessary() is called 265 // before properties() is trampled by stagingProperties(), as they are 266 // required by some animators. 267 if (CC_LIKELY(info.runAnimations)) { 268 mAnimatorManager.pushStaging(); 269 } 270 if (mDirtyPropertyFields) { 271 mDirtyPropertyFields = 0; 272 damageSelf(info); 273 info.damageAccumulator->popTransform(); 274 mProperties = mStagingProperties; 275 applyLayerPropertiesToLayer(info); 276 // We could try to be clever and only re-damage if the matrix changed. 277 // However, we don't need to worry about that. The cost of over-damaging 278 // here is only going to be a single additional map rect of this node 279 // plus a rect join(). The parent's transform (and up) will only be 280 // performed once. 281 info.damageAccumulator->pushTransform(this); 282 damageSelf(info); 283 } 284} 285 286void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) { 287 if (CC_LIKELY(!mLayer)) return; 288 289 const LayerProperties& props = properties().layerProperties(); 290 mLayer->setAlpha(props.alpha(), props.xferMode()); 291 mLayer->setColorFilter(props.colorFilter()); 292 mLayer->setBlend(props.needsBlending()); 293} 294 295void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { 296 if (mNeedsDisplayListDataSync) { 297 mNeedsDisplayListDataSync = false; 298 // Make sure we inc first so that we don't fluctuate between 0 and 1, 299 // which would thrash the layer cache 300 if (mStagingDisplayListData) { 301 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { 302 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); 303 } 304 } 305 // Damage with the old display list first then the new one to catch any 306 // changes in isRenderable or, in the future, bounds 307 damageSelf(info); 308 deleteDisplayListData(); 309 // TODO: Remove this caches stuff 310 if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { 311 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); 312 } 313 mDisplayListData = mStagingDisplayListData; 314 mStagingDisplayListData = nullptr; 315 if (mDisplayListData) { 316 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { 317 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); 318 } 319 } 320 damageSelf(info); 321 } 322} 323 324void RenderNode::deleteDisplayListData() { 325 if (mDisplayListData) { 326 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 327 mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); 328 } 329 if (mDisplayListData->functors.size()) { 330 Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); 331 } 332 } 333 delete mDisplayListData; 334 mDisplayListData = nullptr; 335} 336 337void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) { 338 if (subtree) { 339 TextureCache& cache = Caches::getInstance().textureCache; 340 info.out.hasFunctors |= subtree->functors.size(); 341 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { 342 info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]); 343 } 344 for (size_t i = 0; i < subtree->children().size(); i++) { 345 DrawRenderNodeOp* op = subtree->children()[i]; 346 RenderNode* childNode = op->mRenderNode; 347 info.damageAccumulator->pushTransform(&op->mTransformFromParent); 348 bool childFunctorsNeedLayer = functorsNeedLayer 349 // Recorded with non-rect clip, or canvas-rotated by parent 350 || op->mRecordedWithPotentialStencilClip; 351 childNode->prepareTreeImpl(info, childFunctorsNeedLayer); 352 info.damageAccumulator->popTransform(); 353 } 354 } 355} 356 357void RenderNode::destroyHardwareResources() { 358 if (mLayer) { 359 LayerRenderer::destroyLayer(mLayer); 360 mLayer = nullptr; 361 } 362 if (mDisplayListData) { 363 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 364 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); 365 } 366 if (mNeedsDisplayListDataSync) { 367 // Next prepare tree we are going to push a new display list, so we can 368 // drop our current one now 369 deleteDisplayListData(); 370 } 371 } 372} 373 374void RenderNode::decParentRefCount() { 375 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); 376 mParentCount--; 377 if (!mParentCount) { 378 // If a child of ours is being attached to our parent then this will incorrectly 379 // destroy its hardware resources. However, this situation is highly unlikely 380 // and the failure is "just" that the layer is re-created, so this should 381 // be safe enough 382 destroyHardwareResources(); 383 } 384} 385 386/* 387 * For property operations, we pass a savecount of 0, since the operations aren't part of the 388 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in 389 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) 390 */ 391#define PROPERTY_SAVECOUNT 0 392 393template <class T> 394void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { 395#if DEBUG_DISPLAY_LIST 396 properties().debugOutputProperties(handler.level() + 1); 397#endif 398 if (properties().getLeft() != 0 || properties().getTop() != 0) { 399 renderer.translate(properties().getLeft(), properties().getTop()); 400 } 401 if (properties().getStaticMatrix()) { 402 renderer.concatMatrix(*properties().getStaticMatrix()); 403 } else if (properties().getAnimationMatrix()) { 404 renderer.concatMatrix(*properties().getAnimationMatrix()); 405 } 406 if (properties().hasTransformMatrix()) { 407 if (properties().isTransformTranslateOnly()) { 408 renderer.translate(properties().getTranslationX(), properties().getTranslationY()); 409 } else { 410 renderer.concatMatrix(*properties().getTransformMatrix()); 411 } 412 } 413 const bool isLayer = properties().effectiveLayerType() != LayerType::None; 414 int clipFlags = properties().getClippingFlags(); 415 if (properties().getAlpha() < 1) { 416 if (isLayer) { 417 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer 418 } 419 if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { 420 // simply scale rendering content's alpha 421 renderer.scaleAlpha(properties().getAlpha()); 422 } else { 423 // savelayer needed to create an offscreen buffer 424 Rect layerBounds(0, 0, getWidth(), getHeight()); 425 if (clipFlags) { 426 properties().getClippingRectForFlags(clipFlags, &layerBounds); 427 clipFlags = 0; // all clipping done by savelayer 428 } 429 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp( 430 layerBounds.left, layerBounds.top, 431 layerBounds.right, layerBounds.bottom, 432 (int) (properties().getAlpha() * 255), 433 SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); 434 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 435 } 436 437 if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { 438 // pretend alpha always causes savelayer to warn about 439 // performance problem affecting old versions 440 ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), 441 static_cast<int>(getWidth()), 442 static_cast<int>(getHeight())); 443 } 444 } 445 if (clipFlags) { 446 Rect clipRect; 447 properties().getClippingRectForFlags(clipFlags, &clipRect); 448 ClipRectOp* op = new (handler.allocator()) ClipRectOp( 449 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, 450 SkRegion::kIntersect_Op); 451 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 452 } 453 454 // TODO: support nesting round rect clips 455 if (mProperties.getRevealClip().willClip()) { 456 Rect bounds; 457 mProperties.getRevealClip().getBounds(&bounds); 458 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); 459 } else if (mProperties.getOutline().willClip()) { 460 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); 461 } 462} 463 464/** 465 * Apply property-based transformations to input matrix 466 * 467 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 468 * matrix computation instead of the Skia 3x3 matrix + camera hackery. 469 */ 470void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { 471 if (properties().getLeft() != 0 || properties().getTop() != 0) { 472 matrix.translate(properties().getLeft(), properties().getTop()); 473 } 474 if (properties().getStaticMatrix()) { 475 mat4 stat(*properties().getStaticMatrix()); 476 matrix.multiply(stat); 477 } else if (properties().getAnimationMatrix()) { 478 mat4 anim(*properties().getAnimationMatrix()); 479 matrix.multiply(anim); 480 } 481 482 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); 483 if (properties().hasTransformMatrix() || applyTranslationZ) { 484 if (properties().isTransformTranslateOnly()) { 485 matrix.translate(properties().getTranslationX(), properties().getTranslationY(), 486 true3dTransform ? properties().getZ() : 0.0f); 487 } else { 488 if (!true3dTransform) { 489 matrix.multiply(*properties().getTransformMatrix()); 490 } else { 491 mat4 true3dMat; 492 true3dMat.loadTranslate( 493 properties().getPivotX() + properties().getTranslationX(), 494 properties().getPivotY() + properties().getTranslationY(), 495 properties().getZ()); 496 true3dMat.rotate(properties().getRotationX(), 1, 0, 0); 497 true3dMat.rotate(properties().getRotationY(), 0, 1, 0); 498 true3dMat.rotate(properties().getRotation(), 0, 0, 1); 499 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); 500 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); 501 502 matrix.multiply(true3dMat); 503 } 504 } 505 } 506} 507 508/** 509 * Organizes the DisplayList hierarchy to prepare for background projection reordering. 510 * 511 * This should be called before a call to defer() or drawDisplayList() 512 * 513 * Each DisplayList that serves as a 3d root builds its list of composited children, 514 * which are flagged to not draw in the standard draw loop. 515 */ 516void RenderNode::computeOrdering() { 517 ATRACE_CALL(); 518 mProjectedNodes.clear(); 519 520 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that 521 // transform properties are applied correctly to top level children 522 if (mDisplayListData == nullptr) return; 523 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 524 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 525 childOp->mRenderNode->computeOrderingImpl(childOp, 526 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); 527 } 528} 529 530void RenderNode::computeOrderingImpl( 531 DrawRenderNodeOp* opState, 532 const SkPath* outlineOfProjectionSurface, 533 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, 534 const mat4* transformFromProjectionSurface) { 535 mProjectedNodes.clear(); 536 if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return; 537 538 // TODO: should avoid this calculation in most cases 539 // TODO: just calculate single matrix, down to all leaf composited elements 540 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); 541 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent); 542 543 if (properties().getProjectBackwards()) { 544 // composited projectee, flag for out of order draw, save matrix, and store in proj surface 545 opState->mSkipInOrderDraw = true; 546 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); 547 compositedChildrenOfProjectionSurface->add(opState); 548 } else { 549 // standard in order draw 550 opState->mSkipInOrderDraw = false; 551 } 552 553 if (mDisplayListData->children().size() > 0) { 554 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; 555 bool haveAppliedPropertiesToProjection = false; 556 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 557 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 558 RenderNode* child = childOp->mRenderNode; 559 560 const SkPath* projectionOutline = nullptr; 561 Vector<DrawRenderNodeOp*>* projectionChildren = nullptr; 562 const mat4* projectionTransform = nullptr; 563 if (isProjectionReceiver && !child->properties().getProjectBackwards()) { 564 // if receiving projections, collect projecting descendant 565 566 // Note that if a direct descendant is projecting backwards, we pass its 567 // grandparent projection collection, since it shouldn't project onto its 568 // parent, where it will already be drawing. 569 projectionOutline = properties().getOutline().getPath(); 570 projectionChildren = &mProjectedNodes; 571 projectionTransform = &mat4::identity(); 572 } else { 573 if (!haveAppliedPropertiesToProjection) { 574 applyViewPropertyTransforms(localTransformFromProjectionSurface); 575 haveAppliedPropertiesToProjection = true; 576 } 577 projectionOutline = outlineOfProjectionSurface; 578 projectionChildren = compositedChildrenOfProjectionSurface; 579 projectionTransform = &localTransformFromProjectionSurface; 580 } 581 child->computeOrderingImpl(childOp, 582 projectionOutline, projectionChildren, projectionTransform); 583 } 584 } 585} 586 587class DeferOperationHandler { 588public: 589 DeferOperationHandler(DeferStateStruct& deferStruct, int level) 590 : mDeferStruct(deferStruct), mLevel(level) {} 591 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 592 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); 593 } 594 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } 595 inline void startMark(const char* name) {} // do nothing 596 inline void endMark() {} 597 inline int level() { return mLevel; } 598 inline int replayFlags() { return mDeferStruct.mReplayFlags; } 599 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } 600 601private: 602 DeferStateStruct& mDeferStruct; 603 const int mLevel; 604}; 605 606void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { 607 DeferOperationHandler handler(deferStruct, level); 608 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); 609} 610 611class ReplayOperationHandler { 612public: 613 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) 614 : mReplayStruct(replayStruct), mLevel(level) {} 615 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 616#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS 617 mReplayStruct.mRenderer.eventMark(operation->name()); 618#endif 619 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); 620 } 621 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } 622 inline void startMark(const char* name) { 623 mReplayStruct.mRenderer.startMark(name); 624 } 625 inline void endMark() { 626 mReplayStruct.mRenderer.endMark(); 627 } 628 inline int level() { return mLevel; } 629 inline int replayFlags() { return mReplayStruct.mReplayFlags; } 630 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } 631 632private: 633 ReplayStateStruct& mReplayStruct; 634 const int mLevel; 635}; 636 637void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { 638 ReplayOperationHandler handler(replayStruct, level); 639 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); 640} 641 642void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, 643 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { 644 if (chunk.beginChildIndex == chunk.endChildIndex) return; 645 646 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { 647 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 648 RenderNode* child = childOp->mRenderNode; 649 float childZ = child->properties().getZ(); 650 651 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { 652 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); 653 childOp->mSkipInOrderDraw = true; 654 } else if (!child->properties().getProjectBackwards()) { 655 // regular, in order drawing DisplayList 656 childOp->mSkipInOrderDraw = false; 657 } 658 } 659 660 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) 661 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); 662} 663 664template <class T> 665void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { 666 if (properties().getAlpha() <= 0.0f 667 || properties().getOutline().getAlpha() <= 0.0f 668 || !properties().getOutline().getPath()) { 669 // no shadow to draw 670 return; 671 } 672 673 mat4 shadowMatrixXY(transformFromParent); 674 applyViewPropertyTransforms(shadowMatrixXY); 675 676 // Z matrix needs actual 3d transformation, so mapped z values will be correct 677 mat4 shadowMatrixZ(transformFromParent); 678 applyViewPropertyTransforms(shadowMatrixZ, true); 679 680 const SkPath* casterOutlinePath = properties().getOutline().getPath(); 681 const SkPath* revealClipPath = properties().getRevealClip().getPath(); 682 if (revealClipPath && revealClipPath->isEmpty()) return; 683 684 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); 685 686 687 // holds temporary SkPath to store the result of intersections 688 SkPath* frameAllocatedPath = nullptr; 689 const SkPath* outlinePath = casterOutlinePath; 690 691 // intersect the outline with the reveal clip, if present 692 if (revealClipPath) { 693 frameAllocatedPath = handler.allocPathForFrame(); 694 695 Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); 696 outlinePath = frameAllocatedPath; 697 } 698 699 // intersect the outline with the clipBounds, if present 700 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { 701 if (!frameAllocatedPath) { 702 frameAllocatedPath = handler.allocPathForFrame(); 703 } 704 705 Rect clipBounds; 706 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); 707 SkPath clipBoundsPath; 708 clipBoundsPath.addRect(clipBounds.left, clipBounds.top, 709 clipBounds.right, clipBounds.bottom); 710 711 Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); 712 outlinePath = frameAllocatedPath; 713 } 714 715 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( 716 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); 717 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 718} 719 720#define SHADOW_DELTA 0.1f 721 722template <class T> 723void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, 724 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, 725 OpenGLRenderer& renderer, T& handler) { 726 const int size = zTranslatedNodes.size(); 727 if (size == 0 728 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) 729 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { 730 // no 3d children to draw 731 return; 732 } 733 734 // Apply the base transform of the parent of the 3d children. This isolates 735 // 3d children of the current chunk from transformations made in previous chunks. 736 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 737 renderer.setMatrix(initialTransform); 738 739 /** 740 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters 741 * with very similar Z heights to draw together. 742 * 743 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are 744 * underneath both, and neither's shadow is drawn on top of the other. 745 */ 746 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); 747 size_t drawIndex, shadowIndex, endIndex; 748 if (mode == kNegativeZChildren) { 749 drawIndex = 0; 750 endIndex = nonNegativeIndex; 751 shadowIndex = endIndex; // draw no shadows 752 } else { 753 drawIndex = nonNegativeIndex; 754 endIndex = size; 755 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child 756 } 757 758 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", 759 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); 760 761 float lastCasterZ = 0.0f; 762 while (shadowIndex < endIndex || drawIndex < endIndex) { 763 if (shadowIndex < endIndex) { 764 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; 765 RenderNode* caster = casterOp->mRenderNode; 766 const float casterZ = zTranslatedNodes[shadowIndex].key; 767 // attempt to render the shadow if the caster about to be drawn is its caster, 768 // OR if its caster's Z value is similar to the previous potential caster 769 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { 770 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); 771 772 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow 773 shadowIndex++; 774 continue; 775 } 776 } 777 778 // only the actual child DL draw needs to be in save/restore, 779 // since it modifies the renderer's matrix 780 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 781 782 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; 783 784 renderer.concatMatrix(childOp->mTransformFromParent); 785 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 786 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 787 childOp->mSkipInOrderDraw = true; 788 789 renderer.restoreToCount(restoreTo); 790 drawIndex++; 791 } 792 renderer.restoreToCount(rootRestoreTo); 793} 794 795template <class T> 796void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { 797 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); 798 const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); 799 int restoreTo = renderer.getSaveCount(); 800 801 LinearAllocator& alloc = handler.allocator(); 802 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 803 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 804 805 // Transform renderer to match background we're projecting onto 806 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) 807 const DisplayListOp* op = 808 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); 809 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); 810 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); 811 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); 812 813 // If the projection reciever has an outline, we mask projected content to it 814 // (which we know, apriori, are all tessellated paths) 815 renderer.setProjectionPathMask(alloc, projectionReceiverOutline); 816 817 // draw projected nodes 818 for (size_t i = 0; i < mProjectedNodes.size(); i++) { 819 DrawRenderNodeOp* childOp = mProjectedNodes[i]; 820 821 // matrix save, concat, and restore can be done safely without allocating operations 822 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 823 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); 824 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 825 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 826 childOp->mSkipInOrderDraw = true; 827 renderer.restoreToCount(restoreTo); 828 } 829 830 handler(new (alloc) RestoreToCountOp(restoreTo), 831 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 832} 833 834/** 835 * This function serves both defer and replay modes, and will organize the displayList's component 836 * operations for a single frame: 837 * 838 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of 839 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom 840 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the 841 * defer vs replay logic, per operation 842 */ 843template <class T> 844void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { 845 if (mDisplayListData->isEmpty()) { 846 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", 847 this, getName()); 848 return; 849 } 850 851 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); 852 // If we are updating the contents of mLayer, we don't want to apply any of 853 // the RenderNode's properties to this issueOperations pass. Those will all 854 // be applied when the layer is drawn, aka when this is true. 855 const bool useViewProperties = (!mLayer || drawLayer); 856 if (useViewProperties) { 857 const Outline& outline = properties().getOutline(); 858 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { 859 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "", 860 this, getName()); 861 return; 862 } 863 } 864 865 handler.startMark(getName()); 866 867#if DEBUG_DISPLAY_LIST 868 const Rect& clipRect = renderer.getLocalClipBounds(); 869 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", 870 handler.level() * 2, "", this, getName(), 871 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); 872#endif 873 874 LinearAllocator& alloc = handler.allocator(); 875 int restoreTo = renderer.getSaveCount(); 876 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 877 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 878 879 DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "", 880 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); 881 882 if (useViewProperties) { 883 setViewProperties<T>(renderer, handler); 884 } 885 886 bool quickRejected = properties().getClipToBounds() 887 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); 888 if (!quickRejected) { 889 Matrix4 initialTransform(*(renderer.currentTransform())); 890 renderer.setBaseTransform(initialTransform); 891 892 if (drawLayer) { 893 handler(new (alloc) DrawLayerOp(mLayer, 0, 0), 894 renderer.getSaveCount() - 1, properties().getClipToBounds()); 895 } else { 896 const int saveCountOffset = renderer.getSaveCount() - 1; 897 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; 898 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { 899 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; 900 901 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; 902 buildZSortedChildList(chunk, zTranslatedNodes); 903 904 issueOperationsOf3dChildren(kNegativeZChildren, 905 initialTransform, zTranslatedNodes, renderer, handler); 906 907 908 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { 909 DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; 910#if DEBUG_DISPLAY_LIST 911 op->output(handler.level() + 1); 912#endif 913 handler(op, saveCountOffset, properties().getClipToBounds()); 914 915 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && 916 opIndex == static_cast<size_t>(projectionReceiveIndex))) { 917 issueOperationsOfProjectedChildren(renderer, handler); 918 } 919 } 920 921 issueOperationsOf3dChildren(kPositiveZChildren, 922 initialTransform, zTranslatedNodes, renderer, handler); 923 } 924 } 925 } 926 927 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); 928 handler(new (alloc) RestoreToCountOp(restoreTo), 929 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 930 931 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); 932 handler.endMark(); 933} 934 935} /* namespace uirenderer */ 936} /* namespace android */ 937