RenderNode.cpp revision c052a9a1bb1d0b7918f73166a36e96e0b1a9ed92
1/* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#include "RenderNode.h" 18 19#include <algorithm> 20#include <string> 21 22#include <SkCanvas.h> 23#include <algorithm> 24 25 26#include "DamageAccumulator.h" 27#include "Debug.h" 28#include "DisplayListOp.h" 29#include "LayerRenderer.h" 30#include "OpenGLRenderer.h" 31#include "TreeInfo.h" 32#include "utils/MathUtils.h" 33#include "utils/TraceUtils.h" 34#include "renderthread/CanvasContext.h" 35 36namespace android { 37namespace uirenderer { 38 39void RenderNode::debugDumpLayers(const char* prefix) { 40 if (mLayer) { 41 ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)", 42 prefix, this, getName(), mLayer, mLayer->getFbo(), 43 mLayer->wasBuildLayered ? "true" : "false"); 44 } 45 if (mDisplayListData) { 46 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 47 mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix); 48 } 49 } 50} 51 52RenderNode::RenderNode() 53 : mDirtyPropertyFields(0) 54 , mNeedsDisplayListDataSync(false) 55 , mDisplayListData(nullptr) 56 , mStagingDisplayListData(nullptr) 57 , mAnimatorManager(*this) 58 , mLayer(nullptr) 59 , mParentCount(0) { 60} 61 62RenderNode::~RenderNode() { 63 deleteDisplayListData(); 64 delete mStagingDisplayListData; 65 if (mLayer) { 66 ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer); 67 mLayer->postDecStrong(); 68 mLayer = nullptr; 69 } 70} 71 72void RenderNode::setStagingDisplayList(DisplayListData* data) { 73 mNeedsDisplayListDataSync = true; 74 delete mStagingDisplayListData; 75 mStagingDisplayListData = data; 76} 77 78/** 79 * This function is a simplified version of replay(), where we simply retrieve and log the 80 * display list. This function should remain in sync with the replay() function. 81 */ 82void RenderNode::output(uint32_t level) { 83 ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this, 84 getName(), 85 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), 86 (properties().hasShadow() ? ", casting shadow" : ""), 87 (isRenderable() ? "" : ", empty"), 88 (properties().getProjectBackwards() ? ", projected" : ""), 89 (mLayer != nullptr ? ", on HW Layer" : "")); 90 ALOGD("%*s%s %d", level * 2, "", "Save", 91 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 92 93 properties().debugOutputProperties(level); 94 int flags = DisplayListOp::kOpLogFlag_Recurse; 95 if (mDisplayListData) { 96 // TODO: consider printing the chunk boundaries here 97 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) { 98 mDisplayListData->displayListOps[i]->output(level, flags); 99 } 100 } 101 102 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName()); 103} 104 105int RenderNode::getDebugSize() { 106 int size = sizeof(RenderNode); 107 if (mStagingDisplayListData) { 108 size += mStagingDisplayListData->getUsedSize(); 109 } 110 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { 111 size += mDisplayListData->getUsedSize(); 112 } 113 return size; 114} 115 116void RenderNode::prepareTree(TreeInfo& info) { 117 ATRACE_CALL(); 118 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); 119 120 // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer. 121 bool functorsNeedLayer = Properties::debugOverdraw; 122 123 prepareTreeImpl(info, functorsNeedLayer); 124} 125 126void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) { 127 mAnimatorManager.addAnimator(animator); 128} 129 130void RenderNode::damageSelf(TreeInfo& info) { 131 if (isRenderable()) { 132 if (properties().getClipDamageToBounds()) { 133 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight()); 134 } else { 135 // Hope this is big enough? 136 // TODO: Get this from the display list ops or something 137 info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX); 138 } 139 } 140} 141 142void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) { 143 LayerType layerType = properties().effectiveLayerType(); 144 if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { 145 // Damage applied so far needs to affect our parent, but does not require 146 // the layer to be updated. So we pop/push here to clear out the current 147 // damage and get a clean state for display list or children updates to 148 // affect, which will require the layer to be updated 149 info.damageAccumulator->popTransform(); 150 info.damageAccumulator->pushTransform(this); 151 if (dirtyMask & DISPLAY_LIST) { 152 damageSelf(info); 153 } 154 } 155} 156 157void RenderNode::pushLayerUpdate(TreeInfo& info) { 158 LayerType layerType = properties().effectiveLayerType(); 159 // If we are not a layer OR we cannot be rendered (eg, view was detached) 160 // we need to destroy any Layers we may have had previously 161 if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) { 162 if (CC_UNLIKELY(mLayer)) { 163 LayerRenderer::destroyLayer(mLayer); 164 mLayer = nullptr; 165 } 166 return; 167 } 168 169 bool transformUpdateNeeded = false; 170 if (!mLayer) { 171 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight()); 172 applyLayerPropertiesToLayer(info); 173 damageSelf(info); 174 transformUpdateNeeded = true; 175 } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) { 176 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) { 177 LayerRenderer::destroyLayer(mLayer); 178 mLayer = nullptr; 179 } 180 damageSelf(info); 181 transformUpdateNeeded = true; 182 } 183 184 SkRect dirty; 185 info.damageAccumulator->peekAtDirty(&dirty); 186 187 if (!mLayer) { 188 Caches::getInstance().dumpMemoryUsage(); 189 if (info.errorHandler) { 190 std::string msg = "Unable to create layer for "; 191 msg += getName(); 192 info.errorHandler->onError(msg); 193 } 194 return; 195 } 196 197 if (transformUpdateNeeded) { 198 // update the transform in window of the layer to reset its origin wrt light source position 199 Matrix4 windowTransform; 200 info.damageAccumulator->computeCurrentTransform(&windowTransform); 201 mLayer->setWindowTransform(windowTransform); 202 } 203 204 if (dirty.intersect(0, 0, getWidth(), getHeight())) { 205 dirty.roundOut(&dirty); 206 mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom); 207 } 208 // This is not inside the above if because we may have called 209 // updateDeferred on a previous prepare pass that didn't have a renderer 210 if (info.renderer && mLayer->deferredUpdateScheduled) { 211 info.renderer->pushLayerUpdate(mLayer); 212 } 213 214 if (info.canvasContext) { 215 // There might be prefetched layers that need to be accounted for. 216 // That might be us, so tell CanvasContext that this layer is in the 217 // tree and should not be destroyed. 218 info.canvasContext->markLayerInUse(this); 219 } 220} 221 222/** 223 * Traverse down the the draw tree to prepare for a frame. 224 * 225 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven 226 * 227 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the 228 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer. 229 */ 230void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) { 231 info.damageAccumulator->pushTransform(this); 232 233 if (info.mode == TreeInfo::MODE_FULL) { 234 pushStagingPropertiesChanges(info); 235 } 236 uint32_t animatorDirtyMask = 0; 237 if (CC_LIKELY(info.runAnimations)) { 238 animatorDirtyMask = mAnimatorManager.animate(info); 239 } 240 241 bool willHaveFunctor = false; 242 if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) { 243 willHaveFunctor = !mStagingDisplayListData->functors.isEmpty(); 244 } else if (mDisplayListData) { 245 willHaveFunctor = !mDisplayListData->functors.isEmpty(); 246 } 247 bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( 248 willHaveFunctor, functorsNeedLayer); 249 250 prepareLayer(info, animatorDirtyMask); 251 if (info.mode == TreeInfo::MODE_FULL) { 252 pushStagingDisplayListChanges(info); 253 } 254 prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData); 255 pushLayerUpdate(info); 256 257 info.damageAccumulator->popTransform(); 258} 259 260void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) { 261 // Push the animators first so that setupStartValueIfNecessary() is called 262 // before properties() is trampled by stagingProperties(), as they are 263 // required by some animators. 264 if (CC_LIKELY(info.runAnimations)) { 265 mAnimatorManager.pushStaging(); 266 } 267 if (mDirtyPropertyFields) { 268 mDirtyPropertyFields = 0; 269 damageSelf(info); 270 info.damageAccumulator->popTransform(); 271 mProperties = mStagingProperties; 272 applyLayerPropertiesToLayer(info); 273 // We could try to be clever and only re-damage if the matrix changed. 274 // However, we don't need to worry about that. The cost of over-damaging 275 // here is only going to be a single additional map rect of this node 276 // plus a rect join(). The parent's transform (and up) will only be 277 // performed once. 278 info.damageAccumulator->pushTransform(this); 279 damageSelf(info); 280 } 281} 282 283void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) { 284 if (CC_LIKELY(!mLayer)) return; 285 286 const LayerProperties& props = properties().layerProperties(); 287 mLayer->setAlpha(props.alpha(), props.xferMode()); 288 mLayer->setColorFilter(props.colorFilter()); 289 mLayer->setBlend(props.needsBlending()); 290} 291 292void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) { 293 if (mNeedsDisplayListDataSync) { 294 mNeedsDisplayListDataSync = false; 295 // Make sure we inc first so that we don't fluctuate between 0 and 1, 296 // which would thrash the layer cache 297 if (mStagingDisplayListData) { 298 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) { 299 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount(); 300 } 301 } 302 // Damage with the old display list first then the new one to catch any 303 // changes in isRenderable or, in the future, bounds 304 damageSelf(info); 305 deleteDisplayListData(); 306 // TODO: Remove this caches stuff 307 if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { 308 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); 309 } 310 mDisplayListData = mStagingDisplayListData; 311 mStagingDisplayListData = nullptr; 312 if (mDisplayListData) { 313 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { 314 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); 315 } 316 } 317 damageSelf(info); 318 } 319} 320 321void RenderNode::deleteDisplayListData() { 322 if (mDisplayListData) { 323 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 324 mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); 325 } 326 if (mDisplayListData->functors.size()) { 327 Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); 328 } 329 } 330 delete mDisplayListData; 331 mDisplayListData = nullptr; 332} 333 334void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) { 335 if (subtree) { 336 TextureCache& cache = Caches::getInstance().textureCache; 337 info.out.hasFunctors |= subtree->functors.size(); 338 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { 339 info.prepareTextures = cache.prefetchAndMarkInUse( 340 info.canvasContext, subtree->bitmapResources[i]); 341 } 342 for (size_t i = 0; i < subtree->children().size(); i++) { 343 DrawRenderNodeOp* op = subtree->children()[i]; 344 RenderNode* childNode = op->mRenderNode; 345 info.damageAccumulator->pushTransform(&op->mTransformFromParent); 346 bool childFunctorsNeedLayer = functorsNeedLayer 347 // Recorded with non-rect clip, or canvas-rotated by parent 348 || op->mRecordedWithPotentialStencilClip; 349 childNode->prepareTreeImpl(info, childFunctorsNeedLayer); 350 info.damageAccumulator->popTransform(); 351 } 352 } 353} 354 355void RenderNode::destroyHardwareResources() { 356 if (mLayer) { 357 LayerRenderer::destroyLayer(mLayer); 358 mLayer = nullptr; 359 } 360 if (mDisplayListData) { 361 for (size_t i = 0; i < mDisplayListData->children().size(); i++) { 362 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources(); 363 } 364 if (mNeedsDisplayListDataSync) { 365 // Next prepare tree we are going to push a new display list, so we can 366 // drop our current one now 367 deleteDisplayListData(); 368 } 369 } 370} 371 372void RenderNode::decParentRefCount() { 373 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!"); 374 mParentCount--; 375 if (!mParentCount) { 376 // If a child of ours is being attached to our parent then this will incorrectly 377 // destroy its hardware resources. However, this situation is highly unlikely 378 // and the failure is "just" that the layer is re-created, so this should 379 // be safe enough 380 destroyHardwareResources(); 381 } 382} 383 384/* 385 * For property operations, we pass a savecount of 0, since the operations aren't part of the 386 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in 387 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount()) 388 */ 389#define PROPERTY_SAVECOUNT 0 390 391template <class T> 392void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) { 393#if DEBUG_DISPLAY_LIST 394 properties().debugOutputProperties(handler.level() + 1); 395#endif 396 if (properties().getLeft() != 0 || properties().getTop() != 0) { 397 renderer.translate(properties().getLeft(), properties().getTop()); 398 } 399 if (properties().getStaticMatrix()) { 400 renderer.concatMatrix(*properties().getStaticMatrix()); 401 } else if (properties().getAnimationMatrix()) { 402 renderer.concatMatrix(*properties().getAnimationMatrix()); 403 } 404 if (properties().hasTransformMatrix()) { 405 if (properties().isTransformTranslateOnly()) { 406 renderer.translate(properties().getTranslationX(), properties().getTranslationY()); 407 } else { 408 renderer.concatMatrix(*properties().getTransformMatrix()); 409 } 410 } 411 const bool isLayer = properties().effectiveLayerType() != LayerType::None; 412 int clipFlags = properties().getClippingFlags(); 413 if (properties().getAlpha() < 1) { 414 if (isLayer) { 415 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer 416 } 417 if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { 418 // simply scale rendering content's alpha 419 renderer.scaleAlpha(properties().getAlpha()); 420 } else { 421 // savelayer needed to create an offscreen buffer 422 Rect layerBounds(0, 0, getWidth(), getHeight()); 423 if (clipFlags) { 424 properties().getClippingRectForFlags(clipFlags, &layerBounds); 425 clipFlags = 0; // all clipping done by savelayer 426 } 427 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp( 428 layerBounds.left, layerBounds.top, 429 layerBounds.right, layerBounds.bottom, 430 (int) (properties().getAlpha() * 255), 431 SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); 432 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 433 } 434 435 if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { 436 // pretend alpha always causes savelayer to warn about 437 // performance problem affecting old versions 438 ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), 439 static_cast<int>(getWidth()), 440 static_cast<int>(getHeight())); 441 } 442 } 443 if (clipFlags) { 444 Rect clipRect; 445 properties().getClippingRectForFlags(clipFlags, &clipRect); 446 ClipRectOp* op = new (handler.allocator()) ClipRectOp( 447 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, 448 SkRegion::kIntersect_Op); 449 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 450 } 451 452 // TODO: support nesting round rect clips 453 if (mProperties.getRevealClip().willClip()) { 454 Rect bounds; 455 mProperties.getRevealClip().getBounds(&bounds); 456 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius()); 457 } else if (mProperties.getOutline().willClip()) { 458 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline())); 459 } 460} 461 462/** 463 * Apply property-based transformations to input matrix 464 * 465 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4 466 * matrix computation instead of the Skia 3x3 matrix + camera hackery. 467 */ 468void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const { 469 if (properties().getLeft() != 0 || properties().getTop() != 0) { 470 matrix.translate(properties().getLeft(), properties().getTop()); 471 } 472 if (properties().getStaticMatrix()) { 473 mat4 stat(*properties().getStaticMatrix()); 474 matrix.multiply(stat); 475 } else if (properties().getAnimationMatrix()) { 476 mat4 anim(*properties().getAnimationMatrix()); 477 matrix.multiply(anim); 478 } 479 480 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ()); 481 if (properties().hasTransformMatrix() || applyTranslationZ) { 482 if (properties().isTransformTranslateOnly()) { 483 matrix.translate(properties().getTranslationX(), properties().getTranslationY(), 484 true3dTransform ? properties().getZ() : 0.0f); 485 } else { 486 if (!true3dTransform) { 487 matrix.multiply(*properties().getTransformMatrix()); 488 } else { 489 mat4 true3dMat; 490 true3dMat.loadTranslate( 491 properties().getPivotX() + properties().getTranslationX(), 492 properties().getPivotY() + properties().getTranslationY(), 493 properties().getZ()); 494 true3dMat.rotate(properties().getRotationX(), 1, 0, 0); 495 true3dMat.rotate(properties().getRotationY(), 0, 1, 0); 496 true3dMat.rotate(properties().getRotation(), 0, 0, 1); 497 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1); 498 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY()); 499 500 matrix.multiply(true3dMat); 501 } 502 } 503 } 504} 505 506/** 507 * Organizes the DisplayList hierarchy to prepare for background projection reordering. 508 * 509 * This should be called before a call to defer() or drawDisplayList() 510 * 511 * Each DisplayList that serves as a 3d root builds its list of composited children, 512 * which are flagged to not draw in the standard draw loop. 513 */ 514void RenderNode::computeOrdering() { 515 ATRACE_CALL(); 516 mProjectedNodes.clear(); 517 518 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that 519 // transform properties are applied correctly to top level children 520 if (mDisplayListData == nullptr) return; 521 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 522 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 523 childOp->mRenderNode->computeOrderingImpl(childOp, 524 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity()); 525 } 526} 527 528void RenderNode::computeOrderingImpl( 529 DrawRenderNodeOp* opState, 530 const SkPath* outlineOfProjectionSurface, 531 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface, 532 const mat4* transformFromProjectionSurface) { 533 mProjectedNodes.clear(); 534 if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return; 535 536 // TODO: should avoid this calculation in most cases 537 // TODO: just calculate single matrix, down to all leaf composited elements 538 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface); 539 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent); 540 541 if (properties().getProjectBackwards()) { 542 // composited projectee, flag for out of order draw, save matrix, and store in proj surface 543 opState->mSkipInOrderDraw = true; 544 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface); 545 compositedChildrenOfProjectionSurface->add(opState); 546 } else { 547 // standard in order draw 548 opState->mSkipInOrderDraw = false; 549 } 550 551 if (mDisplayListData->children().size() > 0) { 552 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0; 553 bool haveAppliedPropertiesToProjection = false; 554 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) { 555 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 556 RenderNode* child = childOp->mRenderNode; 557 558 const SkPath* projectionOutline = nullptr; 559 Vector<DrawRenderNodeOp*>* projectionChildren = nullptr; 560 const mat4* projectionTransform = nullptr; 561 if (isProjectionReceiver && !child->properties().getProjectBackwards()) { 562 // if receiving projections, collect projecting descendant 563 564 // Note that if a direct descendant is projecting backwards, we pass its 565 // grandparent projection collection, since it shouldn't project onto its 566 // parent, where it will already be drawing. 567 projectionOutline = properties().getOutline().getPath(); 568 projectionChildren = &mProjectedNodes; 569 projectionTransform = &mat4::identity(); 570 } else { 571 if (!haveAppliedPropertiesToProjection) { 572 applyViewPropertyTransforms(localTransformFromProjectionSurface); 573 haveAppliedPropertiesToProjection = true; 574 } 575 projectionOutline = outlineOfProjectionSurface; 576 projectionChildren = compositedChildrenOfProjectionSurface; 577 projectionTransform = &localTransformFromProjectionSurface; 578 } 579 child->computeOrderingImpl(childOp, 580 projectionOutline, projectionChildren, projectionTransform); 581 } 582 } 583} 584 585class DeferOperationHandler { 586public: 587 DeferOperationHandler(DeferStateStruct& deferStruct, int level) 588 : mDeferStruct(deferStruct), mLevel(level) {} 589 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 590 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds); 591 } 592 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); } 593 inline void startMark(const char* name) {} // do nothing 594 inline void endMark() {} 595 inline int level() { return mLevel; } 596 inline int replayFlags() { return mDeferStruct.mReplayFlags; } 597 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); } 598 599private: 600 DeferStateStruct& mDeferStruct; 601 const int mLevel; 602}; 603 604void RenderNode::defer(DeferStateStruct& deferStruct, const int level) { 605 DeferOperationHandler handler(deferStruct, level); 606 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler); 607} 608 609class ReplayOperationHandler { 610public: 611 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level) 612 : mReplayStruct(replayStruct), mLevel(level) {} 613 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) { 614#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS 615 mReplayStruct.mRenderer.eventMark(operation->name()); 616#endif 617 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds); 618 } 619 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); } 620 inline void startMark(const char* name) { 621 mReplayStruct.mRenderer.startMark(name); 622 } 623 inline void endMark() { 624 mReplayStruct.mRenderer.endMark(); 625 } 626 inline int level() { return mLevel; } 627 inline int replayFlags() { return mReplayStruct.mReplayFlags; } 628 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); } 629 630private: 631 ReplayStateStruct& mReplayStruct; 632 const int mLevel; 633}; 634 635void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) { 636 ReplayOperationHandler handler(replayStruct, level); 637 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler); 638} 639 640void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, 641 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) { 642 if (chunk.beginChildIndex == chunk.endChildIndex) return; 643 644 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { 645 DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; 646 RenderNode* child = childOp->mRenderNode; 647 float childZ = child->properties().getZ(); 648 649 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { 650 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); 651 childOp->mSkipInOrderDraw = true; 652 } else if (!child->properties().getProjectBackwards()) { 653 // regular, in order drawing DisplayList 654 childOp->mSkipInOrderDraw = false; 655 } 656 } 657 658 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) 659 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); 660} 661 662template <class T> 663void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) { 664 if (properties().getAlpha() <= 0.0f 665 || properties().getOutline().getAlpha() <= 0.0f 666 || !properties().getOutline().getPath()) { 667 // no shadow to draw 668 return; 669 } 670 671 mat4 shadowMatrixXY(transformFromParent); 672 applyViewPropertyTransforms(shadowMatrixXY); 673 674 // Z matrix needs actual 3d transformation, so mapped z values will be correct 675 mat4 shadowMatrixZ(transformFromParent); 676 applyViewPropertyTransforms(shadowMatrixZ, true); 677 678 const SkPath* casterOutlinePath = properties().getOutline().getPath(); 679 const SkPath* revealClipPath = properties().getRevealClip().getPath(); 680 if (revealClipPath && revealClipPath->isEmpty()) return; 681 682 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha(); 683 684 685 // holds temporary SkPath to store the result of intersections 686 SkPath* frameAllocatedPath = nullptr; 687 const SkPath* outlinePath = casterOutlinePath; 688 689 // intersect the outline with the reveal clip, if present 690 if (revealClipPath) { 691 frameAllocatedPath = handler.allocPathForFrame(); 692 693 Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath); 694 outlinePath = frameAllocatedPath; 695 } 696 697 // intersect the outline with the clipBounds, if present 698 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { 699 if (!frameAllocatedPath) { 700 frameAllocatedPath = handler.allocPathForFrame(); 701 } 702 703 Rect clipBounds; 704 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); 705 SkPath clipBoundsPath; 706 clipBoundsPath.addRect(clipBounds.left, clipBounds.top, 707 clipBounds.right, clipBounds.bottom); 708 709 Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath); 710 outlinePath = frameAllocatedPath; 711 } 712 713 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( 714 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); 715 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); 716} 717 718#define SHADOW_DELTA 0.1f 719 720template <class T> 721void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, 722 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, 723 OpenGLRenderer& renderer, T& handler) { 724 const int size = zTranslatedNodes.size(); 725 if (size == 0 726 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f) 727 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) { 728 // no 3d children to draw 729 return; 730 } 731 732 // Apply the base transform of the parent of the 3d children. This isolates 733 // 3d children of the current chunk from transformations made in previous chunks. 734 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 735 renderer.setMatrix(initialTransform); 736 737 /** 738 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters 739 * with very similar Z heights to draw together. 740 * 741 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are 742 * underneath both, and neither's shadow is drawn on top of the other. 743 */ 744 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes); 745 size_t drawIndex, shadowIndex, endIndex; 746 if (mode == kNegativeZChildren) { 747 drawIndex = 0; 748 endIndex = nonNegativeIndex; 749 shadowIndex = endIndex; // draw no shadows 750 } else { 751 drawIndex = nonNegativeIndex; 752 endIndex = size; 753 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child 754 } 755 756 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "", 757 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive"); 758 759 float lastCasterZ = 0.0f; 760 while (shadowIndex < endIndex || drawIndex < endIndex) { 761 if (shadowIndex < endIndex) { 762 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value; 763 RenderNode* caster = casterOp->mRenderNode; 764 const float casterZ = zTranslatedNodes[shadowIndex].key; 765 // attempt to render the shadow if the caster about to be drawn is its caster, 766 // OR if its caster's Z value is similar to the previous potential caster 767 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { 768 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler); 769 770 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow 771 shadowIndex++; 772 continue; 773 } 774 } 775 776 // only the actual child DL draw needs to be in save/restore, 777 // since it modifies the renderer's matrix 778 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 779 780 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value; 781 782 renderer.concatMatrix(childOp->mTransformFromParent); 783 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 784 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 785 childOp->mSkipInOrderDraw = true; 786 787 renderer.restoreToCount(restoreTo); 788 drawIndex++; 789 } 790 renderer.restoreToCount(rootRestoreTo); 791} 792 793template <class T> 794void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) { 795 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size()); 796 const SkPath* projectionReceiverOutline = properties().getOutline().getPath(); 797 int restoreTo = renderer.getSaveCount(); 798 799 LinearAllocator& alloc = handler.allocator(); 800 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 801 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 802 803 // Transform renderer to match background we're projecting onto 804 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set) 805 const DisplayListOp* op = 806 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]); 807 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op); 808 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); 809 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); 810 811 // If the projection reciever has an outline, we mask projected content to it 812 // (which we know, apriori, are all tessellated paths) 813 renderer.setProjectionPathMask(alloc, projectionReceiverOutline); 814 815 // draw projected nodes 816 for (size_t i = 0; i < mProjectedNodes.size(); i++) { 817 DrawRenderNodeOp* childOp = mProjectedNodes[i]; 818 819 // matrix save, concat, and restore can be done safely without allocating operations 820 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); 821 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor); 822 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone 823 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds()); 824 childOp->mSkipInOrderDraw = true; 825 renderer.restoreToCount(restoreTo); 826 } 827 828 handler(new (alloc) RestoreToCountOp(restoreTo), 829 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 830} 831 832/** 833 * This function serves both defer and replay modes, and will organize the displayList's component 834 * operations for a single frame: 835 * 836 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of 837 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom 838 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the 839 * defer vs replay logic, per operation 840 */ 841template <class T> 842void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { 843 if (mDisplayListData->isEmpty()) { 844 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", 845 this, getName()); 846 return; 847 } 848 849 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); 850 // If we are updating the contents of mLayer, we don't want to apply any of 851 // the RenderNode's properties to this issueOperations pass. Those will all 852 // be applied when the layer is drawn, aka when this is true. 853 const bool useViewProperties = (!mLayer || drawLayer); 854 if (useViewProperties) { 855 const Outline& outline = properties().getOutline(); 856 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) { 857 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "", 858 this, getName()); 859 return; 860 } 861 } 862 863 handler.startMark(getName()); 864 865#if DEBUG_DISPLAY_LIST 866 const Rect& clipRect = renderer.getLocalClipBounds(); 867 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f", 868 handler.level() * 2, "", this, getName(), 869 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom); 870#endif 871 872 LinearAllocator& alloc = handler.allocator(); 873 int restoreTo = renderer.getSaveCount(); 874 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag), 875 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 876 877 DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "", 878 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); 879 880 if (useViewProperties) { 881 setViewProperties<T>(renderer, handler); 882 } 883 884 bool quickRejected = properties().getClipToBounds() 885 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); 886 if (!quickRejected) { 887 Matrix4 initialTransform(*(renderer.currentTransform())); 888 renderer.setBaseTransform(initialTransform); 889 890 if (drawLayer) { 891 handler(new (alloc) DrawLayerOp(mLayer, 0, 0), 892 renderer.getSaveCount() - 1, properties().getClipToBounds()); 893 } else { 894 const int saveCountOffset = renderer.getSaveCount() - 1; 895 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; 896 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { 897 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; 898 899 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes; 900 buildZSortedChildList(chunk, zTranslatedNodes); 901 902 issueOperationsOf3dChildren(kNegativeZChildren, 903 initialTransform, zTranslatedNodes, renderer, handler); 904 905 906 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { 907 DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; 908#if DEBUG_DISPLAY_LIST 909 op->output(handler.level() + 1); 910#endif 911 handler(op, saveCountOffset, properties().getClipToBounds()); 912 913 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && 914 opIndex == static_cast<size_t>(projectionReceiveIndex))) { 915 issueOperationsOfProjectedChildren(renderer, handler); 916 } 917 } 918 919 issueOperationsOf3dChildren(kPositiveZChildren, 920 initialTransform, zTranslatedNodes, renderer, handler); 921 } 922 } 923 } 924 925 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); 926 handler(new (alloc) RestoreToCountOp(restoreTo), 927 PROPERTY_SAVECOUNT, properties().getClipToBounds()); 928 929 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); 930 handler.endMark(); 931} 932 933} /* namespace uirenderer */ 934} /* namespace android */ 935