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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 <deque>
20 
21 #include "RecordingCanvas.h"
22 #include "RenderNodeDrawable.h"
23 #include "TreeInfo.h"
24 #include "hwui/AnimatedImageDrawable.h"
25 #include "utils/LinearAllocator.h"
26 #include "utils/Pair.h"
27 
28 namespace android {
29 namespace uirenderer {
30 
31 namespace renderthread {
32 class CanvasContext;
33 }
34 
35 class Outline;
36 struct WebViewSyncData;
37 
38 namespace VectorDrawable {
39 class Tree;
40 }
41 typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot;
42 
43 namespace skiapipeline {
44 
45 class FunctorDrawable;
46 
47 class SkiaDisplayList {
48 public:
getUsedSize()49     size_t getUsedSize() const { return allocator.usedSize() + mDisplayList.usedSize(); }
getAllocatedSize()50     size_t getAllocatedSize() const {
51         return allocator.allocatedSize() + mDisplayList.allocatedSize();
52     }
53 
~SkiaDisplayList()54     ~SkiaDisplayList() {
55         /* Given that we are using a LinearStdAllocator to store some of the
56          * SkDrawable contents we must ensure that any other object that is
57          * holding a reference to those drawables is destroyed prior to their
58          * deletion.
59          */
60         mDisplayList.reset();
61     }
62 
63     /**
64      * This resets the DisplayList so that it behaves as if the object were newly
65      * constructed.  The reuse avoids any overhead associated with destroying
66      * the SkLiteDL as well as the deques and vectors.
67      */
68     void reset();
69 
70     /**
71      * Use the linear allocator to create any SkDrawables needed by the display
72      * list. This could be dangerous as these objects are ref-counted, so we
73      * need to monitor that they don't extend beyond the lifetime of the class
74      * that creates them. Allocator dtor invokes all SkDrawable dtors.
75      */
76     template <class T, typename... Params>
allocateDrawable(Params &&...params)77     T* allocateDrawable(Params&&... params) {
78         return allocator.create<T>(std::forward<Params>(params)...);
79     }
80 
81     /**
82      * Returns true if the DisplayList does not have any recorded content
83      */
isEmpty()84     bool isEmpty() const { return mDisplayList.empty(); }
85 
86     /**
87      * Returns true if this list directly contains a GLFunctor drawing command.
88      */
hasFunctor()89     bool hasFunctor() const { return !mChildFunctors.empty(); }
90 
91     /**
92      * Returns true if this list directly contains a VectorDrawable drawing command.
93      */
hasVectorDrawables()94     bool hasVectorDrawables() const { return !mVectorDrawables.empty(); }
95 
hasText()96     bool hasText() const { return mDisplayList.hasText(); }
97 
98     /**
99      * Attempts to reset and reuse this DisplayList.
100      *
101      * @return true if the displayList will be reused and therefore should not be deleted
102      */
103     bool reuseDisplayList(RenderNode* node);
104 
105     /**
106      * ONLY to be called by RenderNode::syncDisplayList so that we can notify any
107      * contained VectorDrawables or GLFunctors to sync their state.
108      *
109      * NOTE: This function can be folded into RenderNode when we no longer need
110      *       to subclass from DisplayList
111      */
112     void syncContents(const WebViewSyncData& data);
113 
114     /**
115      * ONLY to be called by RenderNode::onRemovedFromTree so that we can notify any
116      * contained VectorDrawables or GLFunctors.
117      *
118      */
119     void onRemovedFromTree();
120 
applyColorTransform(ColorTransform transform)121     void applyColorTransform(ColorTransform transform) {
122         mDisplayList.applyColorTransform(transform);
123     }
124 
125     /**
126      * ONLY to be called by RenderNode::prepareTree in order to prepare this
127      * list while the UI thread is blocked.  Here we can upload mutable bitmaps
128      * and notify our parent if any of our content has been invalidated and in
129      * need of a redraw.  If the renderNode has any children then they are also
130      * call in order to prepare them.
131      *
132      * @return true if any content change requires the node to be invalidated
133      *
134      * NOTE: This function can be folded into RenderNode when we no longer need
135      *       to subclass from DisplayList
136      */
137 
138     bool prepareListAndChildren(
139             TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
140             std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn);
141 
142     /**
143      *  Calls the provided function once for each child of this DisplayList
144      */
145     void updateChildren(std::function<void(RenderNode*)> updateFn);
146 
147     /**
148      *  Returns true if there is a child render node that is a projection receiver.
149      */
containsProjectionReceiver()150     inline bool containsProjectionReceiver() const { return mProjectionReceiver; }
151 
attachRecorder(RecordingCanvas * recorder,const SkIRect & bounds)152     void attachRecorder(RecordingCanvas* recorder, const SkIRect& bounds) {
153         recorder->reset(&mDisplayList, bounds);
154     }
155 
draw(SkCanvas * canvas)156     void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); }
157 
158     void output(std::ostream& output, uint32_t level) const;
159 
160     LinearAllocator allocator;
161 
162     /**
163      * We use std::deque here because (1) we need to iterate through these
164      * elements and (2) mDisplayList holds pointers to the elements, so they
165      * cannot relocate.
166      */
167     std::deque<RenderNodeDrawable> mChildNodes;
168     std::deque<FunctorDrawable*> mChildFunctors;
169     std::vector<SkImage*> mMutableImages;
170 
171 private:
172     std::vector<Pair<VectorDrawableRoot*, SkMatrix>> mVectorDrawables;
173     bool mHasHolePunches;
174 public:
appendVD(VectorDrawableRoot * r)175     void appendVD(VectorDrawableRoot* r) { appendVD(r, SkMatrix::I()); }
176 
appendVD(VectorDrawableRoot * r,const SkMatrix & mat)177     void appendVD(VectorDrawableRoot* r, const SkMatrix& mat) {
178         mVectorDrawables.push_back(Pair<VectorDrawableRoot*, SkMatrix>(r, mat));
179     }
180 
setHasHolePunches(bool hasHolePunches)181     void setHasHolePunches(bool hasHolePunches) {
182         mHasHolePunches = hasHolePunches;
183     }
184 
hasHolePunches()185     bool hasHolePunches() {
186         return mHasHolePunches;
187     }
188 
189     std::vector<AnimatedImageDrawable*> mAnimatedImages;
190     DisplayListData mDisplayList;
191 
192     // mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection
193     // receiver. It is set at record time and used at both prepare and draw tree traversals to
194     // make sure backward projected nodes are found and drawn immediately after mProjectionReceiver.
195     RenderNodeDrawable* mProjectionReceiver = nullptr;
196 
197     // mProjectedOutline is valid only when render node tree is traversed during the draw pass.
198     // Render nodes that have a child receiver node, will store a pointer to their outline in
199     // mProjectedOutline. Child receiver node will apply the clip before any backward projected
200     // node is drawn.
201     const Outline* mProjectedOutline = nullptr;
202 
203     // mParentMatrix is set and valid when render node tree is traversed during the draw
204     // pass. Render nodes, which draw in a order different than recording order (e.g. nodes with a
205     // child receiver node or Z elevation), can use mParentMatrix to calculate the final transform
206     // without replaying the matrix transform OPs from the display list.
207     // Child receiver node will set the matrix and then clip with the outline of their parent.
208     SkMatrix mParentMatrix;
209 };
210 
211 }  // namespace skiapipeline
212 }  // namespace uirenderer
213 }  // namespace android
214