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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/SkColor.h"
12 #include "include/core/SkImage.h"
13 #include "include/core/SkRefCnt.h"
14 #include "include/core/SkSize.h"
15 #include "src/core/SkTHash.h"
16 #include "tools/debugger/DebugCanvas.h"
17 
18 #include <memory>
19 #include <vector>
20 
21 class SkCanvas;
22 class SkJSONWriter;
23 class SkPicture;
24 class SkSurface;
25 class UrlDataManager;
26 struct SkIRect;
27 
28 // A class to assist in playing back and debugging an mskp file containing offscreen layer commands.
29 
30 // Holds SkPictures necessary to draw layers in one or more DebugCanvases. During
31 // recording of the mskp file on Android, each layer had a RenderNode id, which is recorded with
32 // the layer's draw commands.
33 // Creates one surface (cpu only for now) for each layer, and renders
34 // pictures to it up to the requested command using a DebugCanvas.
35 
36 // Animations are expected to, but may not always use a layer on more than frame.
37 // the layer may be drawn to more than once, and each different draw is saved for reconstructing the
38 // layer as it was on any frame. Draws may be partial, meaning their commands were clipped to not
39 // cover the entire layer.
40 
41 // Clients may ask for a rendering of a given layer by its RenderNode id and frame, and
42 // this class will return a rendering of how it looked on that frame.
43 // returning an SkImage snapshot of the internally managed surface.
44 
45 class DebugLayerManager {
46 public:
DebugLayerManager()47     DebugLayerManager() {}
48 
49     // Store an SkPicture under a given nodeId (and under the currently set frame number)
50     // `dirty` is the recorded rect that was used to call androidFramework_setDeviceClipRestriction
51     // when the layer was drawn.
52     void storeSkPicture(int nodeId, int frame, sk_sp<SkPicture> picture, SkIRect dirty);
53 
54     // Set's the command playback head for a given picture/draw event.
55     void setCommand(int nodeId, int frame, int command);
56 
57     void drawLayerEventTo(SkSurface*, const int nodeId, const int frame);
58 
59     // getLayerAsImage draws the given layer as it would have looked on frame and returns an image.
60     // Though each picture can be played back in as many ways as there are commands, we will let
61     // that be determined by the user who sets an independent playhead for each draw event, tracked
62     // here, so it stays how they left it.
63     // For example: Say we are drawing a layer at frame 10.
64     // Frame 0:  Layer was completely redrawn. By default we draw it to its last command. We always
65     //           save the result by (nodeId, frame)
66     // Frame 5:  Layer was partially redrawn, and the user has inspected this draw event, leaving
67     //           its command playhead at command 50/100. We have drew this at the time and save how
68     //           the result looked (all of the commands at frame 0, then half of the commands in the
69     //           partial draw at frame 5)
70     // Frame 10: Another partial redraw, un-altered, drawn on top of the result from frame 5. We
71     //           return this as the image of how the layer should look on frame 10
72     // Frame 15: A full redraw
73     //
74     // If the user then comes along and moves the command playhead of the picture at frame 0,
75     // we invalidate the stored images for 0, 5, and 10, but we can leave 15 alone if we have it.
76     //
77     // Which leaves us with one less degree of freedom to think about when implementing this
78     // function: We can assume there is only one way to play back a given picture. :)
79     //
80     // The reason the public version of this function doesn't let you specify the frame, is that
81     // I expect DebugCanvas to call it, which doesn't know which frame it's rendering. The code in
82     // debugger_bindings.cpp does know, which it why I'm having it set the frame via setFrame(int)
83     sk_sp<SkImage> getLayerAsImage(const int nodeId, const int frame);
84 
85     // Flat because it's meant to be bindable by emscripten and returned to the javascript side
86     struct DrawEventSummary {
87         // true when the drawEvent represents a valid result.
88         bool found = false;
89         int commandCount;
90         int layerWidth;
91         int layerHeight;
92     };
93     // return the summary of a single event
94     DrawEventSummary event(int nodeId, int frame) const;
95 
96     struct LayerSummary {
97         int nodeId;
98         // Last frame less than or equal to the given frame which has an update for this layer
99         // -1 if the layer has no updates satisfying that constraint.
100         int frameOfLastUpdate;
101         // Whether the last update was a full redraw.
102         bool fullRedraw;
103         int layerWidth;
104         int layerHeight;
105     };
106     // Return a list summarizing all layers, with info relevant to the current frame.
107     std::vector<LayerSummary> summarizeLayers(int frame) const;
108 
109     // Return the list of node ids which have DrawEvents on the given frame
110     std::vector<int> listNodesForFrame(int frame) const;
111     // Return the list of frames on which the given node had DrawEvents.
112     std::vector<int> listFramesForNode(int nodeId) const;
113 
114     // asks the DebugCanvas of the indicated draw event to serialize it's commands as JSON.
115     void toJSON(SkJSONWriter&, UrlDataManager&, SkCanvas*, int nodeId, int frame);
116 
117     // return a pointer to the debugcanvas of a given draw event.
118     DebugCanvas* getEventDebugCanvas(int nodeid, int frame);
119 
120     // forwards the provided setting to all debugcanvases.
121     void setOverdrawViz(bool overdrawViz);
122     void setClipVizColor(SkColor clipVizColor);
123     void setDrawGpuOpBounds(bool drawGpuOpBounds);
124 
125     struct LayerKey{
126         int frame; // frame of animation on which this event was recorded.
127         int nodeId; // the render node id of the layer which was drawn to.
128 
129         bool operator==(const LayerKey& b) const {
130             return this->frame==b.frame && this->nodeId==b.nodeId;
131         }
132     };
133 
134     // return list of keys that identify layer update events
getKeys()135     const std::vector<DebugLayerManager::LayerKey>& getKeys() const { return keys; }
136 
137 private:
138     // This class is basically a map from (frame, node) to draw-event
139     // during recording, at the beginning of any frame, one or more layers could have been drawn on.
140     // every draw event was recorded, and when reading the mskp file they are stored and organized
141     // here.
142 
143     struct DrawEvent {
144         // true the pic's clip equals the layer bounds.
145         bool fullRedraw;
146         // the saved result of how the layer looks on this frame.
147         // null if we don't have it.
148         sk_sp<SkImage> image;
149         // A debug canvas used for drawing this picture.
150         // the SkPicture itself isn't saved, since it's in the DebugCanvas.
151         std::unique_ptr<DebugCanvas> debugCanvas;
152         // the command index where the debugCanvas was left off.
153         int command;
154         // the size of the layer this drew into. redundant between multiple DrawEvents on the same
155         // layer but helpful.
156         SkISize layerBounds;
157     };
158 
159     SkTHashMap<LayerKey, DrawEvent> fDraws;
160     // The list of all keys in the map above (it has no keys() method)
161     std::vector<LayerKey> keys;
162 };
163 
164 #endif
165