1 /* 2 * Copyright 2019 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #ifndef DEBUGLAYERMANAGER_H_ 9 #define DEBUGLAYERMANAGER_H_ 10 11 #include "include/core/SkImage.h" 12 #include "include/private/SkTHash.h" 13 #include "src/utils/SkJSONWriter.h" 14 #include "tools/debugger/DebugCanvas.h" 15 16 #include <vector> 17 18 // A class to assist in playing back and debugging an mskp file containing offscreen layer commands. 19 20 // Holds SkPictures necessary to draw layers in one or more DebugCanvases. During 21 // recording of the mskp file on Android, each layer had a RenderNode id, which is recorded with 22 // the layer's draw commands. 23 // Creates one surface (cpu only for now) for each layer, and renders 24 // pictures to it up to the requested command using a DebugCanvas. 25 26 // Animations are expected to, but may not always use a layer on more than frame. 27 // the layer may be drawn to more than once, and each different draw is saved for reconstructing the 28 // layer as it was on any frame. Draws may be partial, meaning their commands were clipped to not 29 // cover the entire layer. 30 31 // Clients may ask for a rendering of a given layer by its RenderNode id and frame, and 32 // this class will return a rendering of how it looked on that frame. 33 // returning an SkImage snapshot of the internally managed surface. 34 35 class DebugCanvas; 36 37 class DebugLayerManager { 38 public: DebugLayerManager()39 DebugLayerManager() {} 40 41 // Store an SkPicture under a given nodeId (and under the currently set frame number) 42 // `dirty` is the recorded rect that was used to call androidFramework_setDeviceClipRestriction 43 // when the layer was drawn. 44 void storeSkPicture(int nodeId, int frame, sk_sp<SkPicture> picture, SkIRect dirty); 45 46 // Set's the command playback head for a given picture/draw event. 47 void setCommand(int nodeId, int frame, int command); 48 49 void drawLayerEventTo(SkSurface*, const int nodeId, const int frame); 50 51 // getLayerAsImage draws the given layer as it would have looked on frame and returns an image. 52 // Though each picture can be played back in as many ways as there are commands, we will let 53 // that be determined by the user who sets an independent playhead for each draw event, tracked 54 // here, so it stays how they left it. 55 // For example: Say we are drawing a layer at frame 10. 56 // Frame 0: Layer was completely redrawn. By default we draw it to its last command. We always 57 // save the result by (nodeId, frame) 58 // Frame 5: Layer was partially redrawn, and the user has inspected this draw event, leaving 59 // its command playhead at command 50/100. We have drew this at the time and save how 60 // the result looked (all of the commands at frame 0, then half of the commands in the 61 // partial draw at frame 5) 62 // Frame 10: Another partial redraw, un-altered, drawn on top of the result from frame 5. We 63 // return this as the image of how the layer should look on frame 10 64 // Frame 15: A full redraw 65 // 66 // If the user then comes along and moves the command playhead of the picture at frame 0, 67 // we invalidate the stored images for 0, 5, and 10, but we can leave 15 alone if we have it. 68 // 69 // Which leaves us with one less degree of freedom to think about when implementing this 70 // function: We can assume there is only one way to play back a given picture. :) 71 // 72 // The reason the public version of this function doesn't let you specify the frame, is that 73 // I expect DebugCanvas to call it, which doesn't know which frame it's rendering. The code in 74 // debugger_bindings.cpp does know, which it why I'm having it set the frame via setFrame(int) 75 sk_sp<SkImage> getLayerAsImage(const int nodeId, const int frame); 76 77 // Flat because it's meant to be bindable by emscripten and returned to the javascript side 78 struct DrawEventSummary { 79 // true when the drawEvent represents a valid result. 80 bool found = false; 81 int commandCount; 82 int layerWidth; 83 int layerHeight; 84 }; 85 // return the summary of a single event 86 DrawEventSummary event(int nodeId, int frame) const; 87 88 struct LayerSummary { 89 int nodeId; 90 // Last frame less than or equal to the given frame which has an update for this layer 91 // -1 if the layer has no updates satisfying that constraint. 92 int frameOfLastUpdate; 93 // Whether the last update was a full redraw. 94 bool fullRedraw; 95 int layerWidth; 96 int layerHeight; 97 }; 98 // Return a list summarizing all layers, with info relevant to the current frame. 99 std::vector<LayerSummary> summarizeLayers(int frame) const; 100 101 // Return the list of node ids which have DrawEvents on the given frame 102 std::vector<int> listNodesForFrame(int frame) const; 103 // Return the list of frames on which the given node had DrawEvents. 104 std::vector<int> listFramesForNode(int nodeId) const; 105 106 // asks the DebugCanvas of the indicated draw event to serialize it's commands as JSON. 107 void toJSON(SkJSONWriter&, UrlDataManager&, SkCanvas*, int nodeId, int frame); 108 109 // return a pointer to the debugcanvas of a given draw event. 110 DebugCanvas* getEventDebugCanvas(int nodeid, int frame); 111 112 // forwards the provided setting to all debugcanvases. 113 void setOverdrawViz(bool overdrawViz); 114 void setClipVizColor(SkColor clipVizColor); 115 void setDrawGpuOpBounds(bool drawGpuOpBounds); 116 117 struct LayerKey{ 118 int frame; // frame of animation on which this event was recorded. 119 int nodeId; // the render node id of the layer which was drawn to. 120 121 bool operator==(const LayerKey& b) const { 122 return this->frame==b.frame && this->nodeId==b.nodeId; 123 } 124 }; 125 126 // return list of keys that identify layer update events getKeys()127 const std::vector<DebugLayerManager::LayerKey>& getKeys() const { return keys; } 128 129 private: 130 // This class is basically a map from (frame, node) to draw-event 131 // during recording, at the beginning of any frame, one or more layers could have been drawn on. 132 // every draw event was recorded, and when reading the mskp file they are stored and organized 133 // here. 134 135 struct DrawEvent { 136 // true the pic's clip equals the layer bounds. 137 bool fullRedraw; 138 // the saved result of how the layer looks on this frame. 139 // null if we don't have it. 140 sk_sp<SkImage> image; 141 // A debug canvas used for drawing this picture. 142 // the SkPicture itself isn't saved, since it's in the DebugCanvas. 143 std::unique_ptr<DebugCanvas> debugCanvas; 144 // the command index where the debugCanvas was left off. 145 int command; 146 // the size of the layer this drew into. redundant between multiple DrawEvents on the same 147 // layer but helpful. 148 SkISize layerBounds; 149 }; 150 151 SkTHashMap<LayerKey, DrawEvent> fDraws; 152 // The list of all keys in the map above (it has no keys() method) 153 std::vector<LayerKey> keys; 154 }; 155 156 #endif 157