FrameBuilder.h revision c3bd56811268a074ffb9513bde0d940199e7ad16
1/* 2 * Copyright (C) 2016 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#pragma once 18 19#include "BakedOpState.h" 20#include "CanvasState.h" 21#include "DisplayList.h" 22#include "LayerBuilder.h" 23#include "RecordedOp.h" 24#include "utils/GLUtils.h" 25 26#include <vector> 27#include <unordered_map> 28 29struct SkRect; 30 31namespace android { 32namespace uirenderer { 33 34class BakedOpState; 35class LayerUpdateQueue; 36class OffscreenBuffer; 37class Rect; 38 39/** 40 * Traverses all of the drawing commands from the layers and RenderNodes passed into it, preparing 41 * them to be rendered. 42 * 43 * Resolves final drawing state for each operation (including clip, alpha and matrix), and then 44 * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either 45 * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the 46 * draw stream) will create different reorder contexts, each in its own LayerBuilder. 47 * 48 * Then the prepared or 'baked' drawing commands can be issued by calling the templated 49 * replayBakedOps() function, which will dispatch them (including any created merged op collections) 50 * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are 51 * resolved into Glops and rendered via BakedOpRenderer. 52 * 53 * This class is also the authoritative source for traversing RenderNodes, both for standard op 54 * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection. 55 */ 56class FrameBuilder : public CanvasStateClient { 57public: 58 FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, 59 uint32_t viewportWidth, uint32_t viewportHeight, 60 const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter); 61 62 FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip, 63 uint32_t viewportWidth, uint32_t viewportHeight, 64 const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter, 65 const Rect &contentDrawBounds); 66 67 virtual ~FrameBuilder() {} 68 69 /** 70 * replayBakedOps() is templated based on what class will receive ops being replayed. 71 * 72 * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use 73 * state->op->opId to lookup a receiver that will be called when the op is replayed. 74 * 75 */ 76 template <typename StaticDispatcher, typename Renderer> 77 void replayBakedOps(Renderer& renderer) { 78 /** 79 * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to 80 * dispatch the op via a method on a static dispatcher when the op is replayed. 81 * 82 * For example a BitmapOp would resolve, via the lambda lookup, to calling: 83 * 84 * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state); 85 */ 86 #define X(Type) \ 87 [](void* renderer, const BakedOpState& state) { \ 88 StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \ 89 static_cast<const Type&>(*(state.op)), state); \ 90 }, 91 static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X); 92 #undef X 93 94 /** 95 * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a 96 * static dispatcher when the group of merged ops is replayed. 97 */ 98 #define X(Type) \ 99 [](void* renderer, const MergedBakedOpList& opList) { \ 100 StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \ 101 }, 102 static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X); 103 #undef X 104 105 // Relay through layers in reverse order, since layers 106 // later in the list will be drawn by earlier ones 107 for (int i = mLayerBuilders.size() - 1; i >= 1; i--) { 108 GL_CHECKPOINT(MODERATE); 109 LayerBuilder& layer = *(mLayerBuilders[i]); 110 if (layer.renderNode) { 111 // cached HW layer - can't skip layer if empty 112 renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect); 113 GL_CHECKPOINT(MODERATE); 114 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); 115 GL_CHECKPOINT(MODERATE); 116 renderer.endLayer(); 117 } else if (!layer.empty()) { // save layer - skip entire layer if empty 118 layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height); 119 GL_CHECKPOINT(MODERATE); 120 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); 121 GL_CHECKPOINT(MODERATE); 122 renderer.endLayer(); 123 } 124 } 125 126 GL_CHECKPOINT(MODERATE); 127 const LayerBuilder& fbo0 = *(mLayerBuilders[0]); 128 renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect); 129 GL_CHECKPOINT(MODERATE); 130 fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); 131 GL_CHECKPOINT(MODERATE); 132 renderer.endFrame(fbo0.repaintRect); 133 } 134 135 void dump() const { 136 for (auto&& layer : mLayerBuilders) { 137 layer->dump(); 138 } 139 } 140 141 /////////////////////////////////////////////////////////////////// 142 /// CanvasStateClient interface 143 /////////////////////////////////////////////////////////////////// 144 virtual void onViewportInitialized() override; 145 virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override; 146 virtual GLuint getTargetFbo() const override { return 0; } 147 148private: 149 enum class ChildrenSelectMode { 150 Negative, 151 Positive 152 }; 153 void saveForLayer(uint32_t layerWidth, uint32_t layerHeight, 154 float contentTranslateX, float contentTranslateY, 155 const Rect& repaintRect, 156 const Vector3& lightCenter, 157 const BeginLayerOp* beginLayerOp, RenderNode* renderNode); 158 void restoreForLayer(); 159 160 LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); } 161 162 BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) { 163 return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp); 164 } 165 166 // should always be surrounded by a save/restore pair, and not called if DisplayList is null 167 void deferNodePropsAndOps(RenderNode& node); 168 169 template <typename V> 170 void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes); 171 172 void deferShadow(const RenderNodeOp& casterOp); 173 174 void deferProjectedChildren(const RenderNode& renderNode); 175 176 void deferNodeOps(const RenderNode& renderNode); 177 178 void deferRenderNodeOpImpl(const RenderNodeOp& op); 179 180 void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers); 181 182 SkPath* createFrameAllocatedPath() { 183 return mAllocator.create<SkPath>(); 184 } 185 186 void deferStrokeableOp(const RecordedOp& op, batchid_t batchId, 187 BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined); 188 189 /** 190 * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type. 191 * 192 * These private methods are called from within deferImpl to defer each individual op 193 * type differently. 194 */ 195#define X(Type) void defer##Type(const Type& op); 196 MAP_DEFERRABLE_OPS(X) 197#undef X 198 199 // List of every deferred layer's render state. Replayed in reverse order to render a frame. 200 std::vector<LayerBuilder*> mLayerBuilders; 201 202 /* 203 * Stack of indices within mLayerBuilders representing currently active layers. If drawing 204 * layerA within a layerB, will contain, in order: 205 * - 0 (representing FBO 0, always present) 206 * - layerB's index 207 * - layerA's index 208 * 209 * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a 210 * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index 211 * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing 212 * ops added to it. 213 */ 214 std::vector<size_t> mLayerStack; 215 216 CanvasState mCanvasState; 217 218 // contains ResolvedOps and Batches 219 LinearAllocator mAllocator; 220}; 221 222}; // namespace uirenderer 223}; // namespace android 224