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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 "BakedOpState.h"
20 #include "CanvasState.h"
21 #include "DisplayList.h"
22 #include "LayerBuilder.h"
23 #include "RecordedOp.h"
24 #include "utils/GLUtils.h"
25 
26 #include <unordered_map>
27 #include <vector>
28 
29 struct SkRect;
30 
31 namespace android {
32 namespace uirenderer {
33 
34 class BakedOpState;
35 class LayerUpdateQueue;
36 class OffscreenBuffer;
37 class Rect;
38 
39 /**
40  * Processes, optimizes, and stores rendering commands from RenderNodes and
41  * LayerUpdateQueue, building content needed to render a frame.
42  *
43  * Resolves final drawing state for each operation (including clip, alpha and matrix), and then
44  * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either
45  * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the
46  * draw stream) will create different reorder contexts, each in its own LayerBuilder.
47  *
48  * Then the prepared or 'baked' drawing commands can be issued by calling the templated
49  * replayBakedOps() function, which will dispatch them (including any created merged op collections)
50  * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are
51  * resolved into Glops and rendered via BakedOpRenderer.
52  *
53  * This class is also the authoritative source for traversing RenderNodes, both for standard op
54  * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection.
55  */
56 class FrameBuilder : public CanvasStateClient {
57 public:
58     struct LightGeometry {
59         Vector3 center;
60         float radius;
61     };
62 
63     FrameBuilder(const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight,
64                  const LightGeometry& lightGeometry, Caches& caches);
65 
66     FrameBuilder(const LayerUpdateQueue& layerUpdateQueue, const LightGeometry& lightGeometry,
67                  Caches& caches);
68 
69     void deferLayers(const LayerUpdateQueue& layers);
70 
71     void deferRenderNode(RenderNode& renderNode);
72 
73     void deferRenderNode(float tx, float ty, Rect clipRect, RenderNode& renderNode);
74 
75     void deferRenderNodeScene(const std::vector<sp<RenderNode> >& nodes,
76                               const Rect& contentDrawBounds);
77 
~FrameBuilder()78     virtual ~FrameBuilder() {}
79 
80     /**
81      * replayBakedOps() is templated based on what class will receive ops being replayed.
82      *
83      * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
84      * state->op->opId to lookup a receiver that will be called when the op is replayed.
85      */
86     template <typename StaticDispatcher, typename Renderer>
replayBakedOps(Renderer & renderer)87     void replayBakedOps(Renderer& renderer) {
88         std::vector<OffscreenBuffer*> temporaryLayers;
89         finishDefer();
90 /**
91  * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
92  * dispatch the op via a method on a static dispatcher when the op is replayed.
93  *
94  * For example a BitmapOp would resolve, via the lambda lookup, to calling:
95  *
96  * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
97  */
98 #define X(Type)                                                                   \
99     [](void* renderer, const BakedOpState& state) {                               \
100         StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)),           \
101                                    static_cast<const Type&>(*(state.op)), state); \
102     },
103         static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
104 #undef X
105 
106 /**
107  * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
108  * static dispatcher when the group of merged ops is replayed.
109  */
110 #define X(Type)                                                                           \
111     [](void* renderer, const MergedBakedOpList& opList) {                                 \
112         StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
113     },
114         static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
115 #undef X
116 
117         // Relay through layers in reverse order, since layers
118         // later in the list will be drawn by earlier ones
119         for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
120             GL_CHECKPOINT(MODERATE);
121             LayerBuilder& layer = *(mLayerBuilders[i]);
122             if (layer.renderNode) {
123                 // cached HW layer - can't skip layer if empty
124                 renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
125                 GL_CHECKPOINT(MODERATE);
126                 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
127                 GL_CHECKPOINT(MODERATE);
128                 renderer.endLayer();
129             } else if (!layer.empty()) {
130                 // save layer - skip entire layer if empty (in which case, LayerOp has null layer).
131                 layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
132                 temporaryLayers.push_back(layer.offscreenBuffer);
133                 GL_CHECKPOINT(MODERATE);
134                 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
135                 GL_CHECKPOINT(MODERATE);
136                 renderer.endLayer();
137             }
138         }
139 
140         GL_CHECKPOINT(MODERATE);
141         if (CC_LIKELY(mDrawFbo0)) {
142             const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
143             renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
144             GL_CHECKPOINT(MODERATE);
145             fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
146             GL_CHECKPOINT(MODERATE);
147             renderer.endFrame(fbo0.repaintRect);
148         }
149 
150         for (auto& temporaryLayer : temporaryLayers) {
151             renderer.recycleTemporaryLayer(temporaryLayer);
152         }
153     }
154 
dump()155     void dump() const {
156         for (auto&& layer : mLayerBuilders) {
157             layer->dump();
158         }
159     }
160 
161     ///////////////////////////////////////////////////////////////////
162     /// CanvasStateClient interface
163     ///////////////////////////////////////////////////////////////////
164     virtual void onViewportInitialized() override;
165     virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
getTargetFbo()166     virtual GLuint getTargetFbo() const override { return 0; }
167 
168 private:
169     void finishDefer();
170     enum class ChildrenSelectMode { Negative, Positive };
171     void saveForLayer(uint32_t layerWidth, uint32_t layerHeight, float contentTranslateX,
172                       float contentTranslateY, const Rect& repaintRect, const Vector3& lightCenter,
173                       const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
174     void restoreForLayer();
175 
currentLayer()176     LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
177 
tryBakeOpState(const RecordedOp & recordedOp)178     BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
179         return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
180     }
tryBakeUnboundedOpState(const RecordedOp & recordedOp)181     BakedOpState* tryBakeUnboundedOpState(const RecordedOp& recordedOp) {
182         return BakedOpState::tryConstructUnbounded(mAllocator, *mCanvasState.writableSnapshot(),
183                                                    recordedOp);
184     }
185 
186     // should always be surrounded by a save/restore pair, and not called if DisplayList is null
187     void deferNodePropsAndOps(RenderNode& node);
188 
189     template <typename V>
190     void defer3dChildren(const ClipBase* reorderClip, ChildrenSelectMode mode,
191                          const V& zTranslatedNodes);
192 
193     void deferShadow(const ClipBase* reorderClip, const RenderNodeOp& casterOp);
194 
195     void deferProjectedChildren(const RenderNode& renderNode);
196 
197     void deferNodeOps(const RenderNode& renderNode);
198 
199     void deferRenderNodeOpImpl(const RenderNodeOp& op);
200 
201     void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
202 
createFrameAllocatedPath()203     SkPath* createFrameAllocatedPath() { return mAllocator.create<SkPath>(); }
204 
205     BakedOpState* deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
206                                     BakedOpState::StrokeBehavior strokeBehavior =
207                                             BakedOpState::StrokeBehavior::StyleDefined,
208                                     bool expandForPathTexture = false);
209 
210 /**
211  * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
212  *
213  * These private methods are called from within deferImpl to defer each individual op
214  * type differently.
215  */
216 #define X(Type) void defer##Type(const Type& op);
217     MAP_DEFERRABLE_OPS(X)
218 #undef X
219 
220     // contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches
221     LinearAllocator mAllocator;
222     LinearStdAllocator<void*> mStdAllocator;
223 
224     // List of every deferred layer's render state. Replayed in reverse order to render a frame.
225     LsaVector<LayerBuilder*> mLayerBuilders;
226 
227     /*
228      * Stack of indices within mLayerBuilders representing currently active layers. If drawing
229      * layerA within a layerB, will contain, in order:
230      *  - 0 (representing FBO 0, always present)
231      *  - layerB's index
232      *  - layerA's index
233      *
234      * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
235      * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
236      * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
237      * ops added to it.
238     */
239     LsaVector<size_t> mLayerStack;
240 
241     CanvasState mCanvasState;
242 
243     Caches& mCaches;
244 
245     float mLightRadius;
246 
247     const bool mDrawFbo0;
248 };
249 
250 };  // namespace uirenderer
251 };  // namespace android
252