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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 "FunctorDrawable.h"
20 #include "RecordingCanvas.h"
21 #include "RenderNodeDrawable.h"
22 #include "TreeInfo.h"
23 #include "hwui/AnimatedImageDrawable.h"
24 #include "utils/LinearAllocator.h"
25 #include "utils/Pair.h"
26 
27 #include <deque>
28 
29 namespace android {
30 namespace uirenderer {
31 
32 namespace renderthread {
33 class CanvasContext;
34 }
35 
36 class Outline;
37 
38 namespace VectorDrawable {
39 class Tree;
40 }
41 typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot;
42 
43 namespace skiapipeline {
44 
45 class SkiaDisplayList {
46 public:
getUsedSize()47     size_t getUsedSize() { return allocator.usedSize() + mDisplayList.usedSize(); }
48 
~SkiaDisplayList()49     ~SkiaDisplayList() {
50         /* Given that we are using a LinearStdAllocator to store some of the
51          * SkDrawable contents we must ensure that any other object that is
52          * holding a reference to those drawables is destroyed prior to their
53          * deletion.
54          */
55         mDisplayList.reset();
56     }
57 
58     /**
59      * This resets the DisplayList so that it behaves as if the object were newly
60      * constructed.  The reuse avoids any overhead associated with destroying
61      * the SkLiteDL as well as the deques and vectors.
62      */
63     void reset();
64 
65     /**
66      * Use the linear allocator to create any SkDrawables needed by the display
67      * list. This could be dangerous as these objects are ref-counted, so we
68      * need to monitor that they don't extend beyond the lifetime of the class
69      * that creates them. Allocator dtor invokes all SkDrawable dtors.
70      */
71     template <class T, typename... Params>
allocateDrawable(Params &&...params)72     T* allocateDrawable(Params&&... params) {
73         return allocator.create<T>(std::forward<Params>(params)...);
74     }
75 
76     /**
77      * Returns true if the DisplayList does not have any recorded content
78      */
isEmpty()79     bool isEmpty() const { return mDisplayList.empty(); }
80 
81     /**
82      * Returns true if this list directly contains a GLFunctor drawing command.
83      */
hasFunctor()84     bool hasFunctor() const { return !mChildFunctors.empty(); }
85 
86     /**
87      * Returns true if this list directly contains a VectorDrawable drawing command.
88      */
hasVectorDrawables()89     bool hasVectorDrawables() const { return !mVectorDrawables.empty(); }
90 
hasText()91     bool hasText() const { return mDisplayList.hasText(); }
92 
93     /**
94      * Attempts to reset and reuse this DisplayList.
95      *
96      * @return true if the displayList will be reused and therefore should not be deleted
97      */
98     bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context);
99 
100     /**
101      * ONLY to be called by RenderNode::syncDisplayList so that we can notify any
102      * contained VectorDrawables or GLFunctors to sync their state.
103      *
104      * NOTE: This function can be folded into RenderNode when we no longer need
105      *       to subclass from DisplayList
106      */
107     void syncContents(const WebViewSyncData& data);
108 
109     /**
110      * ONLY to be called by RenderNode::prepareTree in order to prepare this
111      * list while the UI thread is blocked.  Here we can upload mutable bitmaps
112      * and notify our parent if any of our content has been invalidated and in
113      * need of a redraw.  If the renderNode has any children then they are also
114      * call in order to prepare them.
115      *
116      * @return true if any content change requires the node to be invalidated
117      *
118      * NOTE: This function can be folded into RenderNode when we no longer need
119      *       to subclass from DisplayList
120      */
121 
122     bool prepareListAndChildren(
123             TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
124             std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn);
125 
126     /**
127      *  Calls the provided function once for each child of this DisplayList
128      */
129     void updateChildren(std::function<void(RenderNode*)> updateFn);
130 
131     /**
132      *  Returns true if there is a child render node that is a projection receiver.
133      */
containsProjectionReceiver()134     inline bool containsProjectionReceiver() const { return mProjectionReceiver; }
135 
attachRecorder(RecordingCanvas * recorder,const SkIRect & bounds)136     void attachRecorder(RecordingCanvas* recorder, const SkIRect& bounds) {
137         recorder->reset(&mDisplayList, bounds);
138     }
139 
draw(SkCanvas * canvas)140     void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); }
141 
142     void output(std::ostream& output, uint32_t level);
143 
144     LinearAllocator allocator;
145 
146     /**
147      * We use std::deque here because (1) we need to iterate through these
148      * elements and (2) mDisplayList holds pointers to the elements, so they
149      * cannot relocate.
150      */
151     std::deque<RenderNodeDrawable> mChildNodes;
152     std::deque<FunctorDrawable*> mChildFunctors;
153     std::vector<SkImage*> mMutableImages;
154 private:
155     std::vector<Pair<VectorDrawableRoot*, SkMatrix>> mVectorDrawables;
156 public:
appendVD(VectorDrawableRoot * r)157     void appendVD(VectorDrawableRoot* r) {
158         appendVD(r, SkMatrix::I());
159     }
160 
appendVD(VectorDrawableRoot * r,const SkMatrix & mat)161     void appendVD(VectorDrawableRoot* r, const SkMatrix& mat) {
162         mVectorDrawables.push_back(Pair<VectorDrawableRoot*, SkMatrix>(r, mat));
163     }
164 
165     std::vector<AnimatedImageDrawable*> mAnimatedImages;
166     DisplayListData mDisplayList;
167 
168     // mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection
169     // receiver. It is set at record time and used at both prepare and draw tree traversals to
170     // make sure backward projected nodes are found and drawn immediately after mProjectionReceiver.
171     RenderNodeDrawable* mProjectionReceiver = nullptr;
172 
173     // mProjectedOutline is valid only when render node tree is traversed during the draw pass.
174     // Render nodes that have a child receiver node, will store a pointer to their outline in
175     // mProjectedOutline. Child receiver node will apply the clip before any backward projected
176     // node is drawn.
177     const Outline* mProjectedOutline = nullptr;
178 
179     // mParentMatrix is set and valid when render node tree is traversed during the draw
180     // pass. Render nodes, which draw in a order different than recording order (e.g. nodes with a
181     // child receiver node or Z elevation), can use mParentMatrix to calculate the final transform
182     // without replaying the matrix transform OPs from the display list.
183     // Child receiver node will set the matrix and then clip with the outline of their parent.
184     SkMatrix mParentMatrix;
185 };
186 
187 }  // namespace skiapipeline
188 }  // namespace uirenderer
189 }  // namespace android
190