RenderNode.cpp revision 56ad6ec42f814e9e61030ff819cac4e5d31def8b
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 "BakedOpRenderer.h"
20#include "DamageAccumulator.h"
21#include "Debug.h"
22#include "OpDumper.h"
23#include "RecordedOp.h"
24#include "TreeInfo.h"
25#include "utils/MathUtils.h"
26#include "utils/TraceUtils.h"
27#include "VectorDrawable.h"
28#include "renderstate/RenderState.h"
29#include "renderthread/CanvasContext.h"
30
31#include "protos/hwui.pb.h"
32#include "protos/ProtoHelpers.h"
33
34#include <algorithm>
35#include <sstream>
36#include <string>
37
38namespace android {
39namespace uirenderer {
40
41RenderNode::RenderNode()
42        : mDirtyPropertyFields(0)
43        , mNeedsDisplayListSync(false)
44        , mDisplayList(nullptr)
45        , mStagingDisplayList(nullptr)
46        , mAnimatorManager(*this)
47        , mParentCount(0) {
48}
49
50RenderNode::~RenderNode() {
51    deleteDisplayList(nullptr);
52    delete mStagingDisplayList;
53    LOG_ALWAYS_FATAL_IF(mLayer, "layer missed detachment!");
54}
55
56void RenderNode::setStagingDisplayList(DisplayList* displayList, TreeObserver* observer) {
57    mNeedsDisplayListSync = true;
58    delete mStagingDisplayList;
59    mStagingDisplayList = displayList;
60    // If mParentCount == 0 we are the sole reference to this RenderNode,
61    // so immediately free the old display list
62    if (!mParentCount && !mStagingDisplayList) {
63        deleteDisplayList(observer);
64    }
65}
66
67/**
68 * This function is a simplified version of replay(), where we simply retrieve and log the
69 * display list. This function should remain in sync with the replay() function.
70 */
71void RenderNode::output(uint32_t level, const char* label) {
72    ALOGD("%s (%s %p%s%s%s%s%s)",
73            label,
74            getName(),
75            this,
76            (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
77            (properties().hasShadow() ? ", casting shadow" : ""),
78            (isRenderable() ? "" : ", empty"),
79            (properties().getProjectBackwards() ? ", projected" : ""),
80            (mLayer != nullptr ? ", on HW Layer" : ""));
81    properties().debugOutputProperties(level + 1);
82
83    if (mDisplayList) {
84        for (auto&& op : mDisplayList->getOps()) {
85            std::stringstream strout;
86            OpDumper::dump(*op, strout, level + 1);
87            if (op->opId == RecordedOpId::RenderNodeOp) {
88                auto rnOp = reinterpret_cast<const RenderNodeOp*>(op);
89                rnOp->renderNode->output(level + 1, strout.str().c_str());
90            } else {
91                ALOGD("%s", strout.str().c_str());
92            }
93        }
94    }
95    ALOGD("%*s/RenderNode(%s %p)", level * 2, "", getName(), this);
96}
97
98void RenderNode::copyTo(proto::RenderNode *pnode) {
99    pnode->set_id(static_cast<uint64_t>(
100            reinterpret_cast<uintptr_t>(this)));
101    pnode->set_name(mName.string(), mName.length());
102
103    proto::RenderProperties* pprops = pnode->mutable_properties();
104    pprops->set_left(properties().getLeft());
105    pprops->set_top(properties().getTop());
106    pprops->set_right(properties().getRight());
107    pprops->set_bottom(properties().getBottom());
108    pprops->set_clip_flags(properties().getClippingFlags());
109    pprops->set_alpha(properties().getAlpha());
110    pprops->set_translation_x(properties().getTranslationX());
111    pprops->set_translation_y(properties().getTranslationY());
112    pprops->set_translation_z(properties().getTranslationZ());
113    pprops->set_elevation(properties().getElevation());
114    pprops->set_rotation(properties().getRotation());
115    pprops->set_rotation_x(properties().getRotationX());
116    pprops->set_rotation_y(properties().getRotationY());
117    pprops->set_scale_x(properties().getScaleX());
118    pprops->set_scale_y(properties().getScaleY());
119    pprops->set_pivot_x(properties().getPivotX());
120    pprops->set_pivot_y(properties().getPivotY());
121    pprops->set_has_overlapping_rendering(properties().getHasOverlappingRendering());
122    pprops->set_pivot_explicitly_set(properties().isPivotExplicitlySet());
123    pprops->set_project_backwards(properties().getProjectBackwards());
124    pprops->set_projection_receiver(properties().isProjectionReceiver());
125    set(pprops->mutable_clip_bounds(), properties().getClipBounds());
126
127    const Outline& outline = properties().getOutline();
128    if (outline.getType() != Outline::Type::None) {
129        proto::Outline* poutline = pprops->mutable_outline();
130        poutline->clear_path();
131        if (outline.getType() == Outline::Type::Empty) {
132            poutline->set_type(proto::Outline_Type_Empty);
133        } else if (outline.getType() == Outline::Type::ConvexPath) {
134            poutline->set_type(proto::Outline_Type_ConvexPath);
135            if (const SkPath* path = outline.getPath()) {
136                set(poutline->mutable_path(), *path);
137            }
138        } else if (outline.getType() == Outline::Type::RoundRect) {
139            poutline->set_type(proto::Outline_Type_RoundRect);
140        } else {
141            ALOGW("Uknown outline type! %d", static_cast<int>(outline.getType()));
142            poutline->set_type(proto::Outline_Type_None);
143        }
144        poutline->set_should_clip(outline.getShouldClip());
145        poutline->set_alpha(outline.getAlpha());
146        poutline->set_radius(outline.getRadius());
147        set(poutline->mutable_bounds(), outline.getBounds());
148    } else {
149        pprops->clear_outline();
150    }
151
152    const RevealClip& revealClip = properties().getRevealClip();
153    if (revealClip.willClip()) {
154        proto::RevealClip* prevealClip = pprops->mutable_reveal_clip();
155        prevealClip->set_x(revealClip.getX());
156        prevealClip->set_y(revealClip.getY());
157        prevealClip->set_radius(revealClip.getRadius());
158    } else {
159        pprops->clear_reveal_clip();
160    }
161
162    pnode->clear_children();
163    if (mDisplayList) {
164        for (auto&& child : mDisplayList->getChildren()) {
165            child->renderNode->copyTo(pnode->add_children());
166        }
167    }
168}
169
170int RenderNode::getDebugSize() {
171    int size = sizeof(RenderNode);
172    if (mStagingDisplayList) {
173        size += mStagingDisplayList->getUsedSize();
174    }
175    if (mDisplayList && mDisplayList != mStagingDisplayList) {
176        size += mDisplayList->getUsedSize();
177    }
178    return size;
179}
180
181void RenderNode::prepareTree(TreeInfo& info) {
182    ATRACE_CALL();
183    LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
184
185    // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
186    bool functorsNeedLayer = Properties::debugOverdraw;
187
188    prepareTreeImpl(info, functorsNeedLayer);
189}
190
191void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
192    mAnimatorManager.addAnimator(animator);
193}
194
195void RenderNode::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
196    mAnimatorManager.removeAnimator(animator);
197}
198
199void RenderNode::damageSelf(TreeInfo& info) {
200    if (isRenderable()) {
201        if (properties().getClipDamageToBounds()) {
202            info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
203        } else {
204            // Hope this is big enough?
205            // TODO: Get this from the display list ops or something
206            info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
207        }
208    }
209}
210
211void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
212    LayerType layerType = properties().effectiveLayerType();
213    if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
214        // Damage applied so far needs to affect our parent, but does not require
215        // the layer to be updated. So we pop/push here to clear out the current
216        // damage and get a clean state for display list or children updates to
217        // affect, which will require the layer to be updated
218        info.damageAccumulator->popTransform();
219        info.damageAccumulator->pushTransform(this);
220        if (dirtyMask & DISPLAY_LIST) {
221            damageSelf(info);
222        }
223    }
224}
225
226static OffscreenBuffer* createLayer(RenderState& renderState, uint32_t width, uint32_t height) {
227    return renderState.layerPool().get(renderState, width, height);
228}
229
230static void destroyLayer(OffscreenBuffer* layer) {
231    RenderState& renderState = layer->renderState;
232    renderState.layerPool().putOrDelete(layer);
233}
234
235static bool layerMatchesWidthAndHeight(OffscreenBuffer* layer, int width, int height) {
236    return layer->viewportWidth == (uint32_t) width && layer->viewportHeight == (uint32_t)height;
237}
238
239void RenderNode::pushLayerUpdate(TreeInfo& info) {
240    LayerType layerType = properties().effectiveLayerType();
241    // If we are not a layer OR we cannot be rendered (eg, view was detached)
242    // we need to destroy any Layers we may have had previously
243    if (CC_LIKELY(layerType != LayerType::RenderLayer)
244            || CC_UNLIKELY(!isRenderable())
245            || CC_UNLIKELY(properties().getWidth() == 0)
246            || CC_UNLIKELY(properties().getHeight() == 0)) {
247        if (CC_UNLIKELY(mLayer)) {
248            destroyLayer(mLayer);
249            mLayer = nullptr;
250        }
251        return;
252    }
253
254    bool transformUpdateNeeded = false;
255    if (!mLayer) {
256        mLayer = createLayer(info.canvasContext.getRenderState(), getWidth(), getHeight());
257        damageSelf(info);
258        transformUpdateNeeded = true;
259    } else if (!layerMatchesWidthAndHeight(mLayer, getWidth(), getHeight())) {
260        // TODO: remove now irrelevant, currently enqueued damage (respecting damage ordering)
261        // Or, ideally, maintain damage between frames on node/layer so ordering is always correct
262        RenderState& renderState = mLayer->renderState;
263        if (properties().fitsOnLayer()) {
264            mLayer = renderState.layerPool().resize(mLayer, getWidth(), getHeight());
265        } else {
266            destroyLayer(mLayer);
267            mLayer = nullptr;
268        }
269        damageSelf(info);
270        transformUpdateNeeded = true;
271    }
272
273    SkRect dirty;
274    info.damageAccumulator->peekAtDirty(&dirty);
275
276    if (!mLayer) {
277        Caches::getInstance().dumpMemoryUsage();
278        if (info.errorHandler) {
279            std::ostringstream err;
280            err << "Unable to create layer for " << getName();
281            const int maxTextureSize = Caches::getInstance().maxTextureSize;
282            if (getWidth() > maxTextureSize || getHeight() > maxTextureSize) {
283                err << ", size " << getWidth() << "x" << getHeight()
284                        << " exceeds max size " << maxTextureSize;
285            } else {
286                err << ", see logcat for more info";
287            }
288            info.errorHandler->onError(err.str());
289        }
290        return;
291    }
292
293    if (transformUpdateNeeded && mLayer) {
294        // update the transform in window of the layer to reset its origin wrt light source position
295        Matrix4 windowTransform;
296        info.damageAccumulator->computeCurrentTransform(&windowTransform);
297        mLayer->setWindowTransform(windowTransform);
298    }
299
300    info.layerUpdateQueue->enqueueLayerWithDamage(this, dirty);
301
302    // There might be prefetched layers that need to be accounted for.
303    // That might be us, so tell CanvasContext that this layer is in the
304    // tree and should not be destroyed.
305    info.canvasContext.markLayerInUse(this);
306}
307
308/**
309 * Traverse down the the draw tree to prepare for a frame.
310 *
311 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
312 *
313 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
314 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
315 */
316void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
317    info.damageAccumulator->pushTransform(this);
318
319    if (info.mode == TreeInfo::MODE_FULL) {
320        pushStagingPropertiesChanges(info);
321    }
322    uint32_t animatorDirtyMask = 0;
323    if (CC_LIKELY(info.runAnimations)) {
324        animatorDirtyMask = mAnimatorManager.animate(info);
325    }
326
327    bool willHaveFunctor = false;
328    if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) {
329        willHaveFunctor = !mStagingDisplayList->getFunctors().empty();
330    } else if (mDisplayList) {
331        willHaveFunctor = !mDisplayList->getFunctors().empty();
332    }
333    bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
334            willHaveFunctor, functorsNeedLayer);
335
336    if (CC_UNLIKELY(mPositionListener.get())) {
337        mPositionListener->onPositionUpdated(*this, info);
338    }
339
340    prepareLayer(info, animatorDirtyMask);
341    if (info.mode == TreeInfo::MODE_FULL) {
342        pushStagingDisplayListChanges(info);
343    }
344    prepareSubTree(info, childFunctorsNeedLayer, mDisplayList);
345    pushLayerUpdate(info);
346
347    if (mDisplayList) {
348        for (auto& vectorDrawable : mDisplayList->getVectorDrawables()) {
349            // If any vector drawable in the display list needs update, damage the node.
350            if (vectorDrawable->isDirty()) {
351                damageSelf(info);
352            }
353            vectorDrawable->setPropertyChangeWillBeConsumed(true);
354        }
355    }
356
357    info.damageAccumulator->popTransform();
358}
359
360void RenderNode::syncProperties() {
361    mProperties = mStagingProperties;
362}
363
364void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
365    // Push the animators first so that setupStartValueIfNecessary() is called
366    // before properties() is trampled by stagingProperties(), as they are
367    // required by some animators.
368    if (CC_LIKELY(info.runAnimations)) {
369        mAnimatorManager.pushStaging();
370    }
371    if (mDirtyPropertyFields) {
372        mDirtyPropertyFields = 0;
373        damageSelf(info);
374        info.damageAccumulator->popTransform();
375        syncProperties();
376        // We could try to be clever and only re-damage if the matrix changed.
377        // However, we don't need to worry about that. The cost of over-damaging
378        // here is only going to be a single additional map rect of this node
379        // plus a rect join(). The parent's transform (and up) will only be
380        // performed once.
381        info.damageAccumulator->pushTransform(this);
382        damageSelf(info);
383    }
384}
385
386void RenderNode::syncDisplayList(TreeInfo* info) {
387    // Make sure we inc first so that we don't fluctuate between 0 and 1,
388    // which would thrash the layer cache
389    if (mStagingDisplayList) {
390        for (auto&& child : mStagingDisplayList->getChildren()) {
391            child->renderNode->incParentRefCount();
392        }
393    }
394    deleteDisplayList(info ? info->observer : nullptr, info);
395    mDisplayList = mStagingDisplayList;
396    mStagingDisplayList = nullptr;
397    if (mDisplayList) {
398        for (auto& iter : mDisplayList->getFunctors()) {
399            (*iter.functor)(DrawGlInfo::kModeSync, nullptr);
400        }
401        for (auto& vectorDrawable : mDisplayList->getVectorDrawables()) {
402            vectorDrawable->syncProperties();
403        }
404    }
405}
406
407void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
408    if (mNeedsDisplayListSync) {
409        mNeedsDisplayListSync = false;
410        // Damage with the old display list first then the new one to catch any
411        // changes in isRenderable or, in the future, bounds
412        damageSelf(info);
413        syncDisplayList(&info);
414        damageSelf(info);
415    }
416}
417
418void RenderNode::deleteDisplayList(TreeObserver* observer, TreeInfo* info) {
419    if (mDisplayList) {
420        for (auto&& child : mDisplayList->getChildren()) {
421            child->renderNode->decParentRefCount(observer, info);
422        }
423    }
424    delete mDisplayList;
425    mDisplayList = nullptr;
426}
427
428void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayList* subtree) {
429    if (subtree) {
430        TextureCache& cache = Caches::getInstance().textureCache;
431        info.out.hasFunctors |= subtree->getFunctors().size();
432        for (auto&& bitmapResource : subtree->getBitmapResources()) {
433            void* ownerToken = &info.canvasContext;
434            info.prepareTextures = cache.prefetchAndMarkInUse(ownerToken, bitmapResource);
435        }
436        for (auto&& op : subtree->getChildren()) {
437            RenderNode* childNode = op->renderNode;
438            info.damageAccumulator->pushTransform(&op->localMatrix);
439            bool childFunctorsNeedLayer = functorsNeedLayer; // TODO! || op->mRecordedWithPotentialStencilClip;
440            childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
441            info.damageAccumulator->popTransform();
442        }
443    }
444}
445
446void RenderNode::destroyHardwareResources(TreeObserver* observer, TreeInfo* info) {
447    if (mLayer) {
448        destroyLayer(mLayer);
449        mLayer = nullptr;
450    }
451    if (mDisplayList) {
452        for (auto&& child : mDisplayList->getChildren()) {
453            child->renderNode->destroyHardwareResources(observer, info);
454        }
455        if (mNeedsDisplayListSync) {
456            // Next prepare tree we are going to push a new display list, so we can
457            // drop our current one now
458            deleteDisplayList(observer, info);
459        }
460    }
461}
462
463void RenderNode::decParentRefCount(TreeObserver* observer, TreeInfo* info) {
464    LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
465    mParentCount--;
466    if (!mParentCount) {
467        if (observer) {
468            observer->onMaybeRemovedFromTree(this);
469        }
470        if (CC_UNLIKELY(mPositionListener.get())) {
471            mPositionListener->onPositionLost(*this, info);
472        }
473        // If a child of ours is being attached to our parent then this will incorrectly
474        // destroy its hardware resources. However, this situation is highly unlikely
475        // and the failure is "just" that the layer is re-created, so this should
476        // be safe enough
477        destroyHardwareResources(observer, info);
478    }
479}
480
481/**
482 * Apply property-based transformations to input matrix
483 *
484 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
485 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
486 */
487void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
488    if (properties().getLeft() != 0 || properties().getTop() != 0) {
489        matrix.translate(properties().getLeft(), properties().getTop());
490    }
491    if (properties().getStaticMatrix()) {
492        mat4 stat(*properties().getStaticMatrix());
493        matrix.multiply(stat);
494    } else if (properties().getAnimationMatrix()) {
495        mat4 anim(*properties().getAnimationMatrix());
496        matrix.multiply(anim);
497    }
498
499    bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
500    if (properties().hasTransformMatrix() || applyTranslationZ) {
501        if (properties().isTransformTranslateOnly()) {
502            matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
503                    true3dTransform ? properties().getZ() : 0.0f);
504        } else {
505            if (!true3dTransform) {
506                matrix.multiply(*properties().getTransformMatrix());
507            } else {
508                mat4 true3dMat;
509                true3dMat.loadTranslate(
510                        properties().getPivotX() + properties().getTranslationX(),
511                        properties().getPivotY() + properties().getTranslationY(),
512                        properties().getZ());
513                true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
514                true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
515                true3dMat.rotate(properties().getRotation(), 0, 0, 1);
516                true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
517                true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
518
519                matrix.multiply(true3dMat);
520            }
521        }
522    }
523}
524
525/**
526 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
527 *
528 * This should be called before a call to defer() or drawDisplayList()
529 *
530 * Each DisplayList that serves as a 3d root builds its list of composited children,
531 * which are flagged to not draw in the standard draw loop.
532 */
533void RenderNode::computeOrdering() {
534    ATRACE_CALL();
535    mProjectedNodes.clear();
536
537    // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
538    // transform properties are applied correctly to top level children
539    if (mDisplayList == nullptr) return;
540    for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
541        RenderNodeOp* childOp = mDisplayList->getChildren()[i];
542        childOp->renderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity());
543    }
544}
545
546void RenderNode::computeOrderingImpl(
547        RenderNodeOp* opState,
548        std::vector<RenderNodeOp*>* compositedChildrenOfProjectionSurface,
549        const mat4* transformFromProjectionSurface) {
550    mProjectedNodes.clear();
551    if (mDisplayList == nullptr || mDisplayList->isEmpty()) return;
552
553    // TODO: should avoid this calculation in most cases
554    // TODO: just calculate single matrix, down to all leaf composited elements
555    Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
556    localTransformFromProjectionSurface.multiply(opState->localMatrix);
557
558    if (properties().getProjectBackwards()) {
559        // composited projectee, flag for out of order draw, save matrix, and store in proj surface
560        opState->skipInOrderDraw = true;
561        opState->transformFromCompositingAncestor = localTransformFromProjectionSurface;
562        compositedChildrenOfProjectionSurface->push_back(opState);
563    } else {
564        // standard in order draw
565        opState->skipInOrderDraw = false;
566    }
567
568    if (mDisplayList->getChildren().size() > 0) {
569        const bool isProjectionReceiver = mDisplayList->projectionReceiveIndex >= 0;
570        bool haveAppliedPropertiesToProjection = false;
571        for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
572            RenderNodeOp* childOp = mDisplayList->getChildren()[i];
573            RenderNode* child = childOp->renderNode;
574
575            std::vector<RenderNodeOp*>* projectionChildren = nullptr;
576            const mat4* projectionTransform = nullptr;
577            if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
578                // if receiving projections, collect projecting descendant
579
580                // Note that if a direct descendant is projecting backwards, we pass its
581                // grandparent projection collection, since it shouldn't project onto its
582                // parent, where it will already be drawing.
583                projectionChildren = &mProjectedNodes;
584                projectionTransform = &mat4::identity();
585            } else {
586                if (!haveAppliedPropertiesToProjection) {
587                    applyViewPropertyTransforms(localTransformFromProjectionSurface);
588                    haveAppliedPropertiesToProjection = true;
589                }
590                projectionChildren = compositedChildrenOfProjectionSurface;
591                projectionTransform = &localTransformFromProjectionSurface;
592            }
593            child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
594        }
595    }
596}
597
598} /* namespace uirenderer */
599} /* namespace android */
600