1/*
2 * Copyright (C) 2013 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 "Debug.h"
20#include "Matrix.h"
21#include "Rect.h"
22#include "Vector.h"
23#include "VertexBuffer.h"
24#include "thread/TaskProcessor.h"
25#include "utils/Macros.h"
26#include "utils/Pair.h"
27
28#include <SkPaint.h>
29#include <SkPath.h>
30
31#include <utils/LruCache.h>
32#include <utils/Mutex.h>
33#include <utils/StrongPointer.h>
34
35class SkBitmap;
36class SkCanvas;
37struct SkRect;
38
39namespace android {
40namespace uirenderer {
41
42class Caches;
43class VertexBuffer;
44
45///////////////////////////////////////////////////////////////////////////////
46// Classes
47///////////////////////////////////////////////////////////////////////////////
48
49class TessellationCache {
50public:
51    typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
52
53    struct Description {
54        HASHABLE_TYPE(Description);
55        enum class Type {
56            None,
57            RoundRect,
58        };
59
60        Type type;
61        float scaleX;
62        float scaleY;
63        bool aa;
64        SkPaint::Cap cap;
65        SkPaint::Style style;
66        float strokeWidth;
67        union Shape {
68            struct RoundRect {
69                float width;
70                float height;
71                float rx;
72                float ry;
73            } roundRect;
74        } shape;
75
76        Description();
77        Description(Type type, const Matrix4& transform, const SkPaint& paint);
78        void setupMatrixAndPaint(Matrix4* matrix, SkPaint* paint) const;
79    };
80
81    struct ShadowDescription {
82        HASHABLE_TYPE(ShadowDescription);
83        const SkPath* nodeKey;
84        float matrixData[16];
85
86        ShadowDescription();
87        ShadowDescription(const SkPath* nodeKey, const Matrix4* drawTransform);
88    };
89
90    class ShadowTask : public Task<vertexBuffer_pair_t> {
91    public:
92        ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque,
93                const SkPath* casterPerimeter, const Matrix4* transformXY, const Matrix4* transformZ,
94                const Vector3& lightCenter, float lightRadius)
95            : drawTransform(*drawTransform)
96            , localClip(localClip)
97            , opaque(opaque)
98            , casterPerimeter(*casterPerimeter)
99            , transformXY(*transformXY)
100            , transformZ(*transformZ)
101            , lightCenter(lightCenter)
102            , lightRadius(lightRadius) {
103        }
104
105        /* Note - we deep copy all task parameters, because *even though* pointers into Allocator
106         * controlled objects (like the SkPath and Matrix4s) should be safe for the entire frame,
107         * certain Allocators are destroyed before trim() is called to flush incomplete tasks.
108         *
109         * These deep copies could be avoided, long term, by canceling or flushing outstanding
110         * tasks before tearing down single-frame LinearAllocators.
111         */
112        const Matrix4 drawTransform;
113        const Rect localClip;
114        bool opaque;
115        const SkPath casterPerimeter;
116        const Matrix4 transformXY;
117        const Matrix4 transformZ;
118        const Vector3 lightCenter;
119        const float lightRadius;
120        VertexBuffer ambientBuffer;
121        VertexBuffer spotBuffer;
122    };
123
124    TessellationCache();
125    ~TessellationCache();
126
127    /**
128     * Clears the cache. This causes all TessellationBuffers to be deleted.
129     */
130    void clear();
131    /**
132     * Returns the maximum size of the cache in bytes.
133     */
134    uint32_t getMaxSize();
135    /**
136     * Returns the current size of the cache in bytes.
137     */
138    uint32_t getSize();
139
140    /**
141     * Trims the contents of the cache, removing items until it's under its
142     * specified limit.
143     *
144     * Trimming is used for caches that support pre-caching from a worker
145     * thread. During pre-caching the maximum limit of the cache can be
146     * exceeded for the duration of the frame. It is therefore required to
147     * trim the cache at the end of the frame to keep the total amount of
148     * memory used under control.
149     *
150     * Also removes transient Shadow VertexBuffers, which aren't cached between frames.
151     */
152    void trim();
153
154    // TODO: precache/get for Oval, Lines, Points, etc.
155
156    void precacheRoundRect(const Matrix4& transform, const SkPaint& paint,
157            float width, float height, float rx, float ry) {
158        getRoundRectBuffer(transform, paint, width, height, rx, ry);
159    }
160    const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint,
161            float width, float height, float rx, float ry);
162
163    sp<ShadowTask> getShadowTask(const Matrix4* drawTransform, const Rect& localClip,
164            bool opaque, const SkPath* casterPerimeter,
165            const Matrix4* transformXY, const Matrix4* transformZ,
166            const Vector3& lightCenter, float lightRadius);
167
168private:
169    class Buffer;
170    class TessellationTask;
171    class TessellationProcessor;
172
173    typedef VertexBuffer* (*Tessellator)(const Description&);
174
175    void precacheShadows(const Matrix4* drawTransform, const Rect& localClip,
176                bool opaque, const SkPath* casterPerimeter,
177                const Matrix4* transformXY, const Matrix4* transformZ,
178                const Vector3& lightCenter, float lightRadius);
179
180    Buffer* getRectBuffer(const Matrix4& transform, const SkPaint& paint,
181            float width, float height);
182    Buffer* getRoundRectBuffer(const Matrix4& transform, const SkPaint& paint,
183            float width, float height, float rx, float ry);
184
185    Buffer* getOrCreateBuffer(const Description& entry, Tessellator tessellator);
186
187    const uint32_t mMaxSize;
188
189    bool mDebugEnabled;
190
191    mutable Mutex mLock;
192
193    ///////////////////////////////////////////////////////////////////////////////
194    // General tessellation caching
195    ///////////////////////////////////////////////////////////////////////////////
196    sp<TaskProcessor<VertexBuffer*> > mProcessor;
197    LruCache<Description, Buffer*> mCache;
198    class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
199        void operator()(Description& description, Buffer*& buffer) override;
200    };
201    BufferRemovedListener mBufferRemovedListener;
202
203    ///////////////////////////////////////////////////////////////////////////////
204    // Shadow tessellation caching
205    ///////////////////////////////////////////////////////////////////////////////
206    sp<TaskProcessor<vertexBuffer_pair_t> > mShadowProcessor;
207
208    // holds a pointer, and implicit strong ref to each shadow task of the frame
209    LruCache<ShadowDescription, Task<vertexBuffer_pair_t>*> mShadowCache;
210    class BufferPairRemovedListener : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t>*> {
211        void operator()(ShadowDescription& description, Task<vertexBuffer_pair_t>*& bufferPairTask) override {
212            bufferPairTask->decStrong(nullptr);
213        }
214    };
215    BufferPairRemovedListener mBufferPairRemovedListener;
216
217}; // class TessellationCache
218
219void tessellateShadows(
220        const Matrix4* drawTransform, const Rect* localClip,
221        bool isCasterOpaque, const SkPath* casterPerimeter,
222        const Matrix4* casterTransformXY, const Matrix4* casterTransformZ,
223        const Vector3& lightCenter, float lightRadius,
224        VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer);
225
226}; // namespace uirenderer
227}; // namespace android
228