SkiaDisplayList.h revision b7d34b64dd32e3d84bd43344c9c3d9ad098129af
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 "DisplayList.h" 20#include "GLFunctorDrawable.h" 21#include "RenderNodeDrawable.h" 22 23#include <deque> 24#include <SkLiteDL.h> 25#include <SkPictureRecorder.h> 26 27namespace android { 28namespace uirenderer { 29namespace skiapipeline { 30 31/** 32 * This class is intended to be self contained, but still subclasses from 33 * DisplayList to make it easier to support switching between the two at 34 * runtime. The downside of this inheritance is that we pay for the overhead 35 * of the parent class construction/destruction without any real benefit. 36 */ 37class SkiaDisplayList : public DisplayList { 38public: 39 SkiaDisplayList(SkRect bounds); 40 virtual ~SkiaDisplayList() { 41 /* Given that we are using a LinearStdAllocator to store some of the 42 * SkDrawable contents we must ensure that any other object that is 43 * holding a reference to those drawables is destroyed prior to their 44 * deletion. 45 */ 46 mDrawable.reset(); 47 } 48 49 /** 50 * This resets the DisplayList so that it behaves as if the object were newly 51 * constructed with the provided bounds. The reuse avoids any overhead 52 * associated with destroying the SkLiteDL as well as the deques and vectors. 53 */ 54 void reset(SkRect bounds); 55 56 /** 57 * Use the linear allocator to create any SkDrawables needed by the display 58 * list. This could be dangerous as these objects are ref-counted, so we 59 * need to monitor that they don't extend beyond the lifetime of the class 60 * that creates them. 61 */ 62 template<class T, typename... Params> 63 SkDrawable* allocateDrawable(Params&&... params) { 64 return allocator.create<T>(std::forward<Params>(params)...); 65 } 66 67 bool isSkiaDL() const override { return true; } 68 69 /** 70 * Returns true if the DisplayList does not have any recorded content 71 */ 72 bool isEmpty() const override { return mDrawable->empty(); } 73 74 /** 75 * Returns true if this list directly contains a GLFunctor drawing command. 76 */ 77 bool hasFunctor() const override { return !mChildFunctors.empty(); } 78 79 /** 80 * Returns true if this list directly contains a VectorDrawable drawing command. 81 */ 82 bool hasVectorDrawables() const override { return !mVectorDrawables.empty(); } 83 84 /** 85 * Attempts to reset and reuse this DisplayList. 86 * 87 * @return true if the displayList will be reused and therefore should not be deleted 88 */ 89 bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) override; 90 91 /** 92 * ONLY to be called by RenderNode::syncDisplayList so that we can notify any 93 * contained VectorDrawables or GLFunctors to sync their state. 94 * 95 * NOTE: This function can be folded into RenderNode when we no longer need 96 * to subclass from DisplayList 97 */ 98 void syncContents() override; 99 100 /** 101 * ONLY to be called by RenderNode::prepareTree in order to prepare this 102 * list while the UI thread is blocked. Here we can upload mutable bitmaps 103 * and notify our parent if any of our content has been invalidated and in 104 * need of a redraw. If the renderNode has any children then they are also 105 * call in order to prepare them. 106 * 107 * @return true if any content change requires the node to be invalidated 108 * 109 * NOTE: This function can be folded into RenderNode when we no longer need 110 * to subclass from DisplayList 111 */ 112 113 bool prepareListAndChildren(TreeInfo& info, bool functorsNeedLayer, 114 std::function<void(RenderNode*, TreeInfo&, bool)> childFn) override; 115 116 /** 117 * Calls the provided function once for each child of this DisplayList 118 */ 119 void updateChildren(std::function<void(RenderNode*)> updateFn) override; 120 121 /** 122 * We use std::deque here because (1) we need to iterate through these 123 * elements and (2) mDrawable holds pointers to the elements, so they cannot 124 * relocate. 125 */ 126 std::deque<RenderNodeDrawable> mChildNodes; 127 std::deque<GLFunctorDrawable> mChildFunctors; 128 std::vector<SkImage*> mMutableImages; 129 std::vector<VectorDrawableRoot*> mVectorDrawables; 130 sk_sp<SkLiteDL> mDrawable; 131 132 bool mIsProjectionReceiver = false; 133}; 134 135}; // namespace skiapipeline 136}; // namespace uirenderer 137}; // namespace android 138