/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include "FunctorDrawable.h" #include "RecordingCanvas.h" #include "RenderNodeDrawable.h" #include "TreeInfo.h" #include "hwui/AnimatedImageDrawable.h" #include "utils/LinearAllocator.h" #include "utils/Pair.h" #include namespace android { namespace uirenderer { namespace renderthread { class CanvasContext; } class Outline; namespace VectorDrawable { class Tree; } typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot; namespace skiapipeline { class SkiaDisplayList { public: size_t getUsedSize() { return allocator.usedSize() + mDisplayList.usedSize(); } ~SkiaDisplayList() { /* Given that we are using a LinearStdAllocator to store some of the * SkDrawable contents we must ensure that any other object that is * holding a reference to those drawables is destroyed prior to their * deletion. */ mDisplayList.reset(); } /** * This resets the DisplayList so that it behaves as if the object were newly * constructed. The reuse avoids any overhead associated with destroying * the SkLiteDL as well as the deques and vectors. */ void reset(); /** * Use the linear allocator to create any SkDrawables needed by the display * list. This could be dangerous as these objects are ref-counted, so we * need to monitor that they don't extend beyond the lifetime of the class * that creates them. Allocator dtor invokes all SkDrawable dtors. */ template T* allocateDrawable(Params&&... params) { return allocator.create(std::forward(params)...); } /** * Returns true if the DisplayList does not have any recorded content */ bool isEmpty() const { return mDisplayList.empty(); } /** * Returns true if this list directly contains a GLFunctor drawing command. */ bool hasFunctor() const { return !mChildFunctors.empty(); } /** * Returns true if this list directly contains a VectorDrawable drawing command. */ bool hasVectorDrawables() const { return !mVectorDrawables.empty(); } bool hasText() const { return mDisplayList.hasText(); } /** * Attempts to reset and reuse this DisplayList. * * @return true if the displayList will be reused and therefore should not be deleted */ bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context); /** * ONLY to be called by RenderNode::syncDisplayList so that we can notify any * contained VectorDrawables or GLFunctors to sync their state. * * NOTE: This function can be folded into RenderNode when we no longer need * to subclass from DisplayList */ void syncContents(const WebViewSyncData& data); /** * ONLY to be called by RenderNode::prepareTree in order to prepare this * list while the UI thread is blocked. Here we can upload mutable bitmaps * and notify our parent if any of our content has been invalidated and in * need of a redraw. If the renderNode has any children then they are also * call in order to prepare them. * * @return true if any content change requires the node to be invalidated * * NOTE: This function can be folded into RenderNode when we no longer need * to subclass from DisplayList */ bool prepareListAndChildren( TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer, std::function childFn); /** * Calls the provided function once for each child of this DisplayList */ void updateChildren(std::function updateFn); /** * Returns true if there is a child render node that is a projection receiver. */ inline bool containsProjectionReceiver() const { return mProjectionReceiver; } void attachRecorder(RecordingCanvas* recorder, const SkIRect& bounds) { recorder->reset(&mDisplayList, bounds); } void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); } void output(std::ostream& output, uint32_t level); LinearAllocator allocator; /** * We use std::deque here because (1) we need to iterate through these * elements and (2) mDisplayList holds pointers to the elements, so they * cannot relocate. */ std::deque mChildNodes; std::deque mChildFunctors; std::vector mMutableImages; private: std::vector> mVectorDrawables; public: void appendVD(VectorDrawableRoot* r) { appendVD(r, SkMatrix::I()); } void appendVD(VectorDrawableRoot* r, const SkMatrix& mat) { mVectorDrawables.push_back(Pair(r, mat)); } std::vector mAnimatedImages; DisplayListData mDisplayList; // mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection // receiver. It is set at record time and used at both prepare and draw tree traversals to // make sure backward projected nodes are found and drawn immediately after mProjectionReceiver. RenderNodeDrawable* mProjectionReceiver = nullptr; // mProjectedOutline is valid only when render node tree is traversed during the draw pass. // Render nodes that have a child receiver node, will store a pointer to their outline in // mProjectedOutline. Child receiver node will apply the clip before any backward projected // node is drawn. const Outline* mProjectedOutline = nullptr; // mParentMatrix is set and valid when render node tree is traversed during the draw // pass. Render nodes, which draw in a order different than recording order (e.g. nodes with a // child receiver node or Z elevation), can use mParentMatrix to calculate the final transform // without replaying the matrix transform OPs from the display list. // Child receiver node will set the matrix and then clip with the outline of their parent. SkMatrix mParentMatrix; }; } // namespace skiapipeline } // namespace uirenderer } // namespace android