1 /*
2 * Copyright (C) 2014 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 #define ATRACE_TAG ATRACE_TAG_VIEW
18 #define LOG_TAG "OpenGLRenderer"
19
20 #include "RenderNode.h"
21
22 #include <algorithm>
23 #include <string>
24
25 #include <SkCanvas.h>
26 #include <algorithm>
27
28 #include <utils/Trace.h>
29
30 #include "DamageAccumulator.h"
31 #include "Debug.h"
32 #include "DisplayListOp.h"
33 #include "DisplayListLogBuffer.h"
34 #include "LayerRenderer.h"
35 #include "OpenGLRenderer.h"
36 #include "utils/MathUtils.h"
37 #include "renderthread/CanvasContext.h"
38
39 namespace android {
40 namespace uirenderer {
41
outputLogBuffer(int fd)42 void RenderNode::outputLogBuffer(int fd) {
43 DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
44 if (logBuffer.isEmpty()) {
45 return;
46 }
47
48 FILE *file = fdopen(fd, "a");
49
50 fprintf(file, "\nRecent DisplayList operations\n");
51 logBuffer.outputCommands(file);
52
53 String8 cachesLog;
54 Caches::getInstance().dumpMemoryUsage(cachesLog);
55 fprintf(file, "\nCaches:\n%s", cachesLog.string());
56 fprintf(file, "\n");
57
58 fflush(file);
59 }
60
debugDumpLayers(const char * prefix)61 void RenderNode::debugDumpLayers(const char* prefix) {
62 if (mLayer) {
63 ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
64 prefix, this, getName(), mLayer, mLayer->getFbo(),
65 mLayer->wasBuildLayered ? "true" : "false");
66 }
67 if (mDisplayListData) {
68 for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
69 mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
70 }
71 }
72 }
73
RenderNode()74 RenderNode::RenderNode()
75 : mDirtyPropertyFields(0)
76 , mNeedsDisplayListDataSync(false)
77 , mDisplayListData(0)
78 , mStagingDisplayListData(0)
79 , mAnimatorManager(*this)
80 , mLayer(0)
81 , mParentCount(0) {
82 }
83
~RenderNode()84 RenderNode::~RenderNode() {
85 deleteDisplayListData();
86 delete mStagingDisplayListData;
87 LayerRenderer::destroyLayerDeferred(mLayer);
88 }
89
setStagingDisplayList(DisplayListData * data)90 void RenderNode::setStagingDisplayList(DisplayListData* data) {
91 mNeedsDisplayListDataSync = true;
92 delete mStagingDisplayListData;
93 mStagingDisplayListData = data;
94 if (mStagingDisplayListData) {
95 Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
96 }
97 }
98
99 /**
100 * This function is a simplified version of replay(), where we simply retrieve and log the
101 * display list. This function should remain in sync with the replay() function.
102 */
output(uint32_t level)103 void RenderNode::output(uint32_t level) {
104 ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
105 getName(), isRenderable());
106 ALOGD("%*s%s %d", level * 2, "", "Save",
107 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
108
109 properties().debugOutputProperties(level);
110 int flags = DisplayListOp::kOpLogFlag_Recurse;
111 if (mDisplayListData) {
112 // TODO: consider printing the chunk boundaries here
113 for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
114 mDisplayListData->displayListOps[i]->output(level, flags);
115 }
116 }
117
118 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
119 }
120
getDebugSize()121 int RenderNode::getDebugSize() {
122 int size = sizeof(RenderNode);
123 if (mStagingDisplayListData) {
124 size += mStagingDisplayListData->getUsedSize();
125 }
126 if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
127 size += mDisplayListData->getUsedSize();
128 }
129 return size;
130 }
131
prepareTree(TreeInfo & info)132 void RenderNode::prepareTree(TreeInfo& info) {
133 ATRACE_CALL();
134 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
135
136 prepareTreeImpl(info);
137 }
138
addAnimator(const sp<BaseRenderNodeAnimator> & animator)139 void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
140 mAnimatorManager.addAnimator(animator);
141 }
142
damageSelf(TreeInfo & info)143 void RenderNode::damageSelf(TreeInfo& info) {
144 if (isRenderable()) {
145 if (properties().getClipDamageToBounds()) {
146 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
147 } else {
148 // Hope this is big enough?
149 // TODO: Get this from the display list ops or something
150 info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
151 }
152 }
153 }
154
prepareLayer(TreeInfo & info,uint32_t dirtyMask)155 void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
156 LayerType layerType = properties().layerProperties().type();
157 if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
158 // Damage applied so far needs to affect our parent, but does not require
159 // the layer to be updated. So we pop/push here to clear out the current
160 // damage and get a clean state for display list or children updates to
161 // affect, which will require the layer to be updated
162 info.damageAccumulator->popTransform();
163 info.damageAccumulator->pushTransform(this);
164 if (dirtyMask & DISPLAY_LIST) {
165 damageSelf(info);
166 }
167 }
168 }
169
pushLayerUpdate(TreeInfo & info)170 void RenderNode::pushLayerUpdate(TreeInfo& info) {
171 LayerType layerType = properties().layerProperties().type();
172 // If we are not a layer OR we cannot be rendered (eg, view was detached)
173 // we need to destroy any Layers we may have had previously
174 if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
175 if (CC_UNLIKELY(mLayer)) {
176 LayerRenderer::destroyLayer(mLayer);
177 mLayer = NULL;
178 }
179 return;
180 }
181
182 bool transformUpdateNeeded = false;
183 if (!mLayer) {
184 mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
185 applyLayerPropertiesToLayer(info);
186 damageSelf(info);
187 transformUpdateNeeded = true;
188 } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
189 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
190 LayerRenderer::destroyLayer(mLayer);
191 mLayer = 0;
192 }
193 damageSelf(info);
194 transformUpdateNeeded = true;
195 }
196
197 SkRect dirty;
198 info.damageAccumulator->peekAtDirty(&dirty);
199
200 if (!mLayer) {
201 if (info.errorHandler) {
202 std::string msg = "Unable to create layer for ";
203 msg += getName();
204 info.errorHandler->onError(msg);
205 }
206 return;
207 }
208
209 if (transformUpdateNeeded) {
210 // update the transform in window of the layer to reset its origin wrt light source position
211 Matrix4 windowTransform;
212 info.damageAccumulator->computeCurrentTransform(&windowTransform);
213 mLayer->setWindowTransform(windowTransform);
214 }
215
216 if (dirty.intersect(0, 0, getWidth(), getHeight())) {
217 dirty.roundOut();
218 mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
219 }
220 // This is not inside the above if because we may have called
221 // updateDeferred on a previous prepare pass that didn't have a renderer
222 if (info.renderer && mLayer->deferredUpdateScheduled) {
223 info.renderer->pushLayerUpdate(mLayer);
224 }
225
226 if (CC_UNLIKELY(info.canvasContext)) {
227 // If canvasContext is not null that means there are prefetched layers
228 // that need to be accounted for. That might be us, so tell CanvasContext
229 // that this layer is in the tree and should not be destroyed.
230 info.canvasContext->markLayerInUse(this);
231 }
232 }
233
prepareTreeImpl(TreeInfo & info)234 void RenderNode::prepareTreeImpl(TreeInfo& info) {
235 info.damageAccumulator->pushTransform(this);
236
237 if (info.mode == TreeInfo::MODE_FULL) {
238 pushStagingPropertiesChanges(info);
239 }
240 uint32_t animatorDirtyMask = 0;
241 if (CC_LIKELY(info.runAnimations)) {
242 animatorDirtyMask = mAnimatorManager.animate(info);
243 }
244 prepareLayer(info, animatorDirtyMask);
245 if (info.mode == TreeInfo::MODE_FULL) {
246 pushStagingDisplayListChanges(info);
247 }
248 prepareSubTree(info, mDisplayListData);
249 pushLayerUpdate(info);
250
251 info.damageAccumulator->popTransform();
252 }
253
pushStagingPropertiesChanges(TreeInfo & info)254 void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
255 // Push the animators first so that setupStartValueIfNecessary() is called
256 // before properties() is trampled by stagingProperties(), as they are
257 // required by some animators.
258 if (CC_LIKELY(info.runAnimations)) {
259 mAnimatorManager.pushStaging();
260 }
261 if (mDirtyPropertyFields) {
262 mDirtyPropertyFields = 0;
263 damageSelf(info);
264 info.damageAccumulator->popTransform();
265 mProperties = mStagingProperties;
266 applyLayerPropertiesToLayer(info);
267 // We could try to be clever and only re-damage if the matrix changed.
268 // However, we don't need to worry about that. The cost of over-damaging
269 // here is only going to be a single additional map rect of this node
270 // plus a rect join(). The parent's transform (and up) will only be
271 // performed once.
272 info.damageAccumulator->pushTransform(this);
273 damageSelf(info);
274 }
275 }
276
applyLayerPropertiesToLayer(TreeInfo & info)277 void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
278 if (CC_LIKELY(!mLayer)) return;
279
280 const LayerProperties& props = properties().layerProperties();
281 mLayer->setAlpha(props.alpha(), props.xferMode());
282 mLayer->setColorFilter(props.colorFilter());
283 mLayer->setBlend(props.needsBlending());
284 }
285
pushStagingDisplayListChanges(TreeInfo & info)286 void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
287 if (mNeedsDisplayListDataSync) {
288 mNeedsDisplayListDataSync = false;
289 // Make sure we inc first so that we don't fluctuate between 0 and 1,
290 // which would thrash the layer cache
291 if (mStagingDisplayListData) {
292 for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
293 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
294 }
295 }
296 deleteDisplayListData();
297 mDisplayListData = mStagingDisplayListData;
298 mStagingDisplayListData = NULL;
299 if (mDisplayListData) {
300 for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
301 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, NULL);
302 }
303 }
304 damageSelf(info);
305 }
306 }
307
deleteDisplayListData()308 void RenderNode::deleteDisplayListData() {
309 if (mDisplayListData) {
310 for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
311 mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
312 }
313 }
314 delete mDisplayListData;
315 mDisplayListData = NULL;
316 }
317
prepareSubTree(TreeInfo & info,DisplayListData * subtree)318 void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
319 if (subtree) {
320 TextureCache& cache = Caches::getInstance().textureCache;
321 info.out.hasFunctors |= subtree->functors.size();
322 // TODO: Fix ownedBitmapResources to not require disabling prepareTextures
323 // and thus falling out of async drawing path.
324 if (subtree->ownedBitmapResources.size()) {
325 info.prepareTextures = false;
326 }
327 for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
328 info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
329 }
330 for (size_t i = 0; i < subtree->children().size(); i++) {
331 DrawRenderNodeOp* op = subtree->children()[i];
332 RenderNode* childNode = op->mRenderNode;
333 info.damageAccumulator->pushTransform(&op->mTransformFromParent);
334 childNode->prepareTreeImpl(info);
335 info.damageAccumulator->popTransform();
336 }
337 }
338 }
339
destroyHardwareResources()340 void RenderNode::destroyHardwareResources() {
341 if (mLayer) {
342 LayerRenderer::destroyLayer(mLayer);
343 mLayer = NULL;
344 }
345 if (mDisplayListData) {
346 for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
347 mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
348 }
349 if (mNeedsDisplayListDataSync) {
350 // Next prepare tree we are going to push a new display list, so we can
351 // drop our current one now
352 deleteDisplayListData();
353 }
354 }
355 }
356
decParentRefCount()357 void RenderNode::decParentRefCount() {
358 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
359 mParentCount--;
360 if (!mParentCount) {
361 // If a child of ours is being attached to our parent then this will incorrectly
362 // destroy its hardware resources. However, this situation is highly unlikely
363 // and the failure is "just" that the layer is re-created, so this should
364 // be safe enough
365 destroyHardwareResources();
366 }
367 }
368
369 /*
370 * For property operations, we pass a savecount of 0, since the operations aren't part of the
371 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
372 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
373 */
374 #define PROPERTY_SAVECOUNT 0
375
376 template <class T>
setViewProperties(OpenGLRenderer & renderer,T & handler)377 void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
378 #if DEBUG_DISPLAY_LIST
379 properties().debugOutputProperties(handler.level() + 1);
380 #endif
381 if (properties().getLeft() != 0 || properties().getTop() != 0) {
382 renderer.translate(properties().getLeft(), properties().getTop());
383 }
384 if (properties().getStaticMatrix()) {
385 renderer.concatMatrix(*properties().getStaticMatrix());
386 } else if (properties().getAnimationMatrix()) {
387 renderer.concatMatrix(*properties().getAnimationMatrix());
388 }
389 if (properties().hasTransformMatrix()) {
390 if (properties().isTransformTranslateOnly()) {
391 renderer.translate(properties().getTranslationX(), properties().getTranslationY());
392 } else {
393 renderer.concatMatrix(*properties().getTransformMatrix());
394 }
395 }
396 const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
397 int clipFlags = properties().getClippingFlags();
398 if (properties().getAlpha() < 1) {
399 if (isLayer) {
400 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
401
402 renderer.setOverrideLayerAlpha(properties().getAlpha());
403 } else if (!properties().getHasOverlappingRendering()) {
404 renderer.scaleAlpha(properties().getAlpha());
405 } else {
406 Rect layerBounds(0, 0, getWidth(), getHeight());
407 int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
408 if (clipFlags) {
409 saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
410 properties().getClippingRectForFlags(clipFlags, &layerBounds);
411 clipFlags = 0; // all clipping done by saveLayer
412 }
413
414 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
415 layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
416 properties().getAlpha() * 255, saveFlags);
417 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
418 }
419 }
420 if (clipFlags) {
421 Rect clipRect;
422 properties().getClippingRectForFlags(clipFlags, &clipRect);
423 ClipRectOp* op = new (handler.allocator()) ClipRectOp(
424 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
425 SkRegion::kIntersect_Op);
426 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
427 }
428
429 // TODO: support nesting round rect clips
430 if (mProperties.getRevealClip().willClip()) {
431 Rect bounds;
432 mProperties.getRevealClip().getBounds(&bounds);
433 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
434 } else if (mProperties.getOutline().willClip()) {
435 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
436 }
437 }
438
439 /**
440 * Apply property-based transformations to input matrix
441 *
442 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
443 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
444 */
applyViewPropertyTransforms(mat4 & matrix,bool true3dTransform) const445 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
446 if (properties().getLeft() != 0 || properties().getTop() != 0) {
447 matrix.translate(properties().getLeft(), properties().getTop());
448 }
449 if (properties().getStaticMatrix()) {
450 mat4 stat(*properties().getStaticMatrix());
451 matrix.multiply(stat);
452 } else if (properties().getAnimationMatrix()) {
453 mat4 anim(*properties().getAnimationMatrix());
454 matrix.multiply(anim);
455 }
456
457 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
458 if (properties().hasTransformMatrix() || applyTranslationZ) {
459 if (properties().isTransformTranslateOnly()) {
460 matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
461 true3dTransform ? properties().getZ() : 0.0f);
462 } else {
463 if (!true3dTransform) {
464 matrix.multiply(*properties().getTransformMatrix());
465 } else {
466 mat4 true3dMat;
467 true3dMat.loadTranslate(
468 properties().getPivotX() + properties().getTranslationX(),
469 properties().getPivotY() + properties().getTranslationY(),
470 properties().getZ());
471 true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
472 true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
473 true3dMat.rotate(properties().getRotation(), 0, 0, 1);
474 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
475 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
476
477 matrix.multiply(true3dMat);
478 }
479 }
480 }
481 }
482
483 /**
484 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
485 *
486 * This should be called before a call to defer() or drawDisplayList()
487 *
488 * Each DisplayList that serves as a 3d root builds its list of composited children,
489 * which are flagged to not draw in the standard draw loop.
490 */
computeOrdering()491 void RenderNode::computeOrdering() {
492 ATRACE_CALL();
493 mProjectedNodes.clear();
494
495 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
496 // transform properties are applied correctly to top level children
497 if (mDisplayListData == NULL) return;
498 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
499 DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
500 childOp->mRenderNode->computeOrderingImpl(childOp,
501 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
502 }
503 }
504
computeOrderingImpl(DrawRenderNodeOp * opState,const SkPath * outlineOfProjectionSurface,Vector<DrawRenderNodeOp * > * compositedChildrenOfProjectionSurface,const mat4 * transformFromProjectionSurface)505 void RenderNode::computeOrderingImpl(
506 DrawRenderNodeOp* opState,
507 const SkPath* outlineOfProjectionSurface,
508 Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
509 const mat4* transformFromProjectionSurface) {
510 mProjectedNodes.clear();
511 if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
512
513 // TODO: should avoid this calculation in most cases
514 // TODO: just calculate single matrix, down to all leaf composited elements
515 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
516 localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
517
518 if (properties().getProjectBackwards()) {
519 // composited projectee, flag for out of order draw, save matrix, and store in proj surface
520 opState->mSkipInOrderDraw = true;
521 opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
522 compositedChildrenOfProjectionSurface->add(opState);
523 } else {
524 // standard in order draw
525 opState->mSkipInOrderDraw = false;
526 }
527
528 if (mDisplayListData->children().size() > 0) {
529 const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
530 bool haveAppliedPropertiesToProjection = false;
531 for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
532 DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
533 RenderNode* child = childOp->mRenderNode;
534
535 const SkPath* projectionOutline = NULL;
536 Vector<DrawRenderNodeOp*>* projectionChildren = NULL;
537 const mat4* projectionTransform = NULL;
538 if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
539 // if receiving projections, collect projecting descendent
540
541 // Note that if a direct descendent is projecting backwards, we pass it's
542 // grandparent projection collection, since it shouldn't project onto it's
543 // parent, where it will already be drawing.
544 projectionOutline = properties().getOutline().getPath();
545 projectionChildren = &mProjectedNodes;
546 projectionTransform = &mat4::identity();
547 } else {
548 if (!haveAppliedPropertiesToProjection) {
549 applyViewPropertyTransforms(localTransformFromProjectionSurface);
550 haveAppliedPropertiesToProjection = true;
551 }
552 projectionOutline = outlineOfProjectionSurface;
553 projectionChildren = compositedChildrenOfProjectionSurface;
554 projectionTransform = &localTransformFromProjectionSurface;
555 }
556 child->computeOrderingImpl(childOp,
557 projectionOutline, projectionChildren, projectionTransform);
558 }
559 }
560 }
561
562 class DeferOperationHandler {
563 public:
DeferOperationHandler(DeferStateStruct & deferStruct,int level)564 DeferOperationHandler(DeferStateStruct& deferStruct, int level)
565 : mDeferStruct(deferStruct), mLevel(level) {}
operator ()(DisplayListOp * operation,int saveCount,bool clipToBounds)566 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
567 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
568 }
allocator()569 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
startMark(const char * name)570 inline void startMark(const char* name) {} // do nothing
endMark()571 inline void endMark() {}
level()572 inline int level() { return mLevel; }
replayFlags()573 inline int replayFlags() { return mDeferStruct.mReplayFlags; }
allocPathForFrame()574 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
575
576 private:
577 DeferStateStruct& mDeferStruct;
578 const int mLevel;
579 };
580
defer(DeferStateStruct & deferStruct,const int level)581 void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
582 DeferOperationHandler handler(deferStruct, level);
583 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
584 }
585
586 class ReplayOperationHandler {
587 public:
ReplayOperationHandler(ReplayStateStruct & replayStruct,int level)588 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
589 : mReplayStruct(replayStruct), mLevel(level) {}
operator ()(DisplayListOp * operation,int saveCount,bool clipToBounds)590 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
591 #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
592 mReplayStruct.mRenderer.eventMark(operation->name());
593 #endif
594 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
595 }
allocator()596 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
startMark(const char * name)597 inline void startMark(const char* name) {
598 mReplayStruct.mRenderer.startMark(name);
599 }
endMark()600 inline void endMark() {
601 mReplayStruct.mRenderer.endMark();
602 }
level()603 inline int level() { return mLevel; }
replayFlags()604 inline int replayFlags() { return mReplayStruct.mReplayFlags; }
allocPathForFrame()605 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
606
607 private:
608 ReplayStateStruct& mReplayStruct;
609 const int mLevel;
610 };
611
replay(ReplayStateStruct & replayStruct,const int level)612 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
613 ReplayOperationHandler handler(replayStruct, level);
614 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
615 }
616
buildZSortedChildList(const DisplayListData::Chunk & chunk,Vector<ZDrawRenderNodeOpPair> & zTranslatedNodes)617 void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
618 Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
619 if (chunk.beginChildIndex == chunk.endChildIndex) return;
620
621 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
622 DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
623 RenderNode* child = childOp->mRenderNode;
624 float childZ = child->properties().getZ();
625
626 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
627 zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
628 childOp->mSkipInOrderDraw = true;
629 } else if (!child->properties().getProjectBackwards()) {
630 // regular, in order drawing DisplayList
631 childOp->mSkipInOrderDraw = false;
632 }
633 }
634
635 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
636 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
637 }
638
639 template <class T>
issueDrawShadowOperation(const Matrix4 & transformFromParent,T & handler)640 void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
641 if (properties().getAlpha() <= 0.0f
642 || properties().getOutline().getAlpha() <= 0.0f
643 || !properties().getOutline().getPath()) {
644 // no shadow to draw
645 return;
646 }
647
648 mat4 shadowMatrixXY(transformFromParent);
649 applyViewPropertyTransforms(shadowMatrixXY);
650
651 // Z matrix needs actual 3d transformation, so mapped z values will be correct
652 mat4 shadowMatrixZ(transformFromParent);
653 applyViewPropertyTransforms(shadowMatrixZ, true);
654
655 const SkPath* casterOutlinePath = properties().getOutline().getPath();
656 const SkPath* revealClipPath = properties().getRevealClip().getPath();
657 if (revealClipPath && revealClipPath->isEmpty()) return;
658
659 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
660
661 const SkPath* outlinePath = casterOutlinePath;
662 if (revealClipPath) {
663 // if we can't simply use the caster's path directly, create a temporary one
664 SkPath* frameAllocatedPath = handler.allocPathForFrame();
665
666 // intersect the outline with the convex reveal clip
667 Op(*casterOutlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
668 outlinePath = frameAllocatedPath;
669 }
670
671 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
672 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
673 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
674 }
675
676 #define SHADOW_DELTA 0.1f
677
678 template <class T>
issueOperationsOf3dChildren(ChildrenSelectMode mode,const Matrix4 & initialTransform,const Vector<ZDrawRenderNodeOpPair> & zTranslatedNodes,OpenGLRenderer & renderer,T & handler)679 void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
680 const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
681 OpenGLRenderer& renderer, T& handler) {
682 const int size = zTranslatedNodes.size();
683 if (size == 0
684 || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
685 || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
686 // no 3d children to draw
687 return;
688 }
689
690 // Apply the base transform of the parent of the 3d children. This isolates
691 // 3d children of the current chunk from transformations made in previous chunks.
692 int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
693 renderer.setMatrix(initialTransform);
694
695 /**
696 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
697 * with very similar Z heights to draw together.
698 *
699 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
700 * underneath both, and neither's shadow is drawn on top of the other.
701 */
702 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
703 size_t drawIndex, shadowIndex, endIndex;
704 if (mode == kNegativeZChildren) {
705 drawIndex = 0;
706 endIndex = nonNegativeIndex;
707 shadowIndex = endIndex; // draw no shadows
708 } else {
709 drawIndex = nonNegativeIndex;
710 endIndex = size;
711 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
712 }
713
714 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
715 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
716
717 float lastCasterZ = 0.0f;
718 while (shadowIndex < endIndex || drawIndex < endIndex) {
719 if (shadowIndex < endIndex) {
720 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
721 RenderNode* caster = casterOp->mRenderNode;
722 const float casterZ = zTranslatedNodes[shadowIndex].key;
723 // attempt to render the shadow if the caster about to be drawn is its caster,
724 // OR if its caster's Z value is similar to the previous potential caster
725 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
726 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
727
728 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
729 shadowIndex++;
730 continue;
731 }
732 }
733
734 // only the actual child DL draw needs to be in save/restore,
735 // since it modifies the renderer's matrix
736 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
737
738 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
739 RenderNode* child = childOp->mRenderNode;
740
741 renderer.concatMatrix(childOp->mTransformFromParent);
742 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
743 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
744 childOp->mSkipInOrderDraw = true;
745
746 renderer.restoreToCount(restoreTo);
747 drawIndex++;
748 }
749 renderer.restoreToCount(rootRestoreTo);
750 }
751
752 template <class T>
issueOperationsOfProjectedChildren(OpenGLRenderer & renderer,T & handler)753 void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
754 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
755 const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
756 int restoreTo = renderer.getSaveCount();
757
758 LinearAllocator& alloc = handler.allocator();
759 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
760 PROPERTY_SAVECOUNT, properties().getClipToBounds());
761
762 // Transform renderer to match background we're projecting onto
763 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
764 const DisplayListOp* op =
765 (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
766 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
767 const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
768 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
769
770 // If the projection reciever has an outline, we mask each of the projected rendernodes to it
771 // Either with clipRect, or special saveLayer masking
772 if (projectionReceiverOutline != NULL) {
773 const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
774 if (projectionReceiverOutline->isRect(NULL)) {
775 // mask to the rect outline simply with clipRect
776 ClipRectOp* clipOp = new (alloc) ClipRectOp(
777 outlineBounds.left(), outlineBounds.top(),
778 outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
779 handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
780 } else {
781 // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
782 SaveLayerOp* op = new (alloc) SaveLayerOp(
783 outlineBounds.left(), outlineBounds.top(),
784 outlineBounds.right(), outlineBounds.bottom(),
785 255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
786 op->setMask(projectionReceiverOutline);
787 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
788
789 /* TODO: add optimizations here to take advantage of placement/size of projected
790 * children (which may shrink saveLayer area significantly). This is dependent on
791 * passing actual drawing/dirtying bounds of projected content down to native.
792 */
793 }
794 }
795
796 // draw projected nodes
797 for (size_t i = 0; i < mProjectedNodes.size(); i++) {
798 DrawRenderNodeOp* childOp = mProjectedNodes[i];
799
800 // matrix save, concat, and restore can be done safely without allocating operations
801 int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
802 renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
803 childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
804 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
805 childOp->mSkipInOrderDraw = true;
806 renderer.restoreToCount(restoreTo);
807 }
808
809 if (projectionReceiverOutline != NULL) {
810 handler(new (alloc) RestoreToCountOp(restoreTo),
811 PROPERTY_SAVECOUNT, properties().getClipToBounds());
812 }
813 }
814
815 /**
816 * This function serves both defer and replay modes, and will organize the displayList's component
817 * operations for a single frame:
818 *
819 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
820 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
821 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
822 * defer vs replay logic, per operation
823 */
824 template <class T>
issueOperations(OpenGLRenderer & renderer,T & handler)825 void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
826 const int level = handler.level();
827 if (mDisplayListData->isEmpty()) {
828 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
829 return;
830 }
831
832 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer));
833 // If we are updating the contents of mLayer, we don't want to apply any of
834 // the RenderNode's properties to this issueOperations pass. Those will all
835 // be applied when the layer is drawn, aka when this is true.
836 const bool useViewProperties = (!mLayer || drawLayer);
837 if (useViewProperties) {
838 const Outline& outline = properties().getOutline();
839 if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
840 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
841 return;
842 }
843 }
844
845 handler.startMark(getName());
846
847 #if DEBUG_DISPLAY_LIST
848 const Rect& clipRect = renderer.getLocalClipBounds();
849 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
850 level * 2, "", this, getName(),
851 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
852 #endif
853
854 LinearAllocator& alloc = handler.allocator();
855 int restoreTo = renderer.getSaveCount();
856 handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
857 PROPERTY_SAVECOUNT, properties().getClipToBounds());
858
859 DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
860 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
861
862 if (useViewProperties) {
863 setViewProperties<T>(renderer, handler);
864 }
865
866 bool quickRejected = properties().getClipToBounds()
867 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
868 if (!quickRejected) {
869 Matrix4 initialTransform(*(renderer.currentTransform()));
870
871 if (drawLayer) {
872 handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
873 renderer.getSaveCount() - 1, properties().getClipToBounds());
874 } else {
875 const int saveCountOffset = renderer.getSaveCount() - 1;
876 const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
877 DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
878 for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
879 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
880
881 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
882 buildZSortedChildList(chunk, zTranslatedNodes);
883
884 issueOperationsOf3dChildren(kNegativeZChildren,
885 initialTransform, zTranslatedNodes, renderer, handler);
886
887
888 for (int opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
889 DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
890 #if DEBUG_DISPLAY_LIST
891 op->output(level + 1);
892 #endif
893 logBuffer.writeCommand(level, op->name());
894 handler(op, saveCountOffset, properties().getClipToBounds());
895
896 if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && opIndex == projectionReceiveIndex)) {
897 issueOperationsOfProjectedChildren(renderer, handler);
898 }
899 }
900
901 issueOperationsOf3dChildren(kPositiveZChildren,
902 initialTransform, zTranslatedNodes, renderer, handler);
903 }
904 }
905 }
906
907 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
908 handler(new (alloc) RestoreToCountOp(restoreTo),
909 PROPERTY_SAVECOUNT, properties().getClipToBounds());
910 renderer.setOverrideLayerAlpha(1.0f);
911
912 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
913 handler.endMark();
914 }
915
916 } /* namespace uirenderer */
917 } /* namespace android */
918