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      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 
     29 #include "DamageAccumulator.h"
     30 #include "Debug.h"
     31 #include "DisplayListOp.h"
     32 #include "LayerRenderer.h"
     33 #include "OpenGLRenderer.h"
     34 #include "TreeInfo.h"
     35 #include "utils/MathUtils.h"
     36 #include "utils/TraceUtils.h"
     37 #include "renderthread/CanvasContext.h"
     38 
     39 namespace android {
     40 namespace uirenderer {
     41 
     42 void RenderNode::debugDumpLayers(const char* prefix) {
     43     if (mLayer) {
     44         ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
     45                 prefix, this, getName(), mLayer, mLayer->getFbo(),
     46                 mLayer->wasBuildLayered ? "true" : "false");
     47     }
     48     if (mDisplayListData) {
     49         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
     50             mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
     51         }
     52     }
     53 }
     54 
     55 RenderNode::RenderNode()
     56         : mDirtyPropertyFields(0)
     57         , mNeedsDisplayListDataSync(false)
     58         , mDisplayListData(nullptr)
     59         , mStagingDisplayListData(nullptr)
     60         , mAnimatorManager(*this)
     61         , mLayer(nullptr)
     62         , mParentCount(0) {
     63 }
     64 
     65 RenderNode::~RenderNode() {
     66     deleteDisplayListData();
     67     delete mStagingDisplayListData;
     68     if (mLayer) {
     69         ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
     70         mLayer->postDecStrong();
     71         mLayer = nullptr;
     72     }
     73 }
     74 
     75 void RenderNode::setStagingDisplayList(DisplayListData* data) {
     76     mNeedsDisplayListDataSync = true;
     77     delete mStagingDisplayListData;
     78     mStagingDisplayListData = data;
     79 }
     80 
     81 /**
     82  * This function is a simplified version of replay(), where we simply retrieve and log the
     83  * display list. This function should remain in sync with the replay() function.
     84  */
     85 void RenderNode::output(uint32_t level) {
     86     ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
     87             getName(),
     88             (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
     89             (properties().hasShadow() ? ", casting shadow" : ""),
     90             (isRenderable() ? "" : ", empty"),
     91             (properties().getProjectBackwards() ? ", projected" : ""),
     92             (mLayer != nullptr ? ", on HW Layer" : ""));
     93     ALOGD("%*s%s %d", level * 2, "", "Save",
     94             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
     95 
     96     properties().debugOutputProperties(level);
     97     int flags = DisplayListOp::kOpLogFlag_Recurse;
     98     if (mDisplayListData) {
     99         // TODO: consider printing the chunk boundaries here
    100         for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
    101             mDisplayListData->displayListOps[i]->output(level, flags);
    102         }
    103     }
    104 
    105     ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
    106 }
    107 
    108 int RenderNode::getDebugSize() {
    109     int size = sizeof(RenderNode);
    110     if (mStagingDisplayListData) {
    111         size += mStagingDisplayListData->getUsedSize();
    112     }
    113     if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
    114         size += mDisplayListData->getUsedSize();
    115     }
    116     return size;
    117 }
    118 
    119 void RenderNode::prepareTree(TreeInfo& info) {
    120     ATRACE_CALL();
    121     LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
    122 
    123     // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
    124     bool functorsNeedLayer = Properties::debugOverdraw;
    125 
    126     prepareTreeImpl(info, functorsNeedLayer);
    127 }
    128 
    129 void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
    130     mAnimatorManager.addAnimator(animator);
    131 }
    132 
    133 void RenderNode::damageSelf(TreeInfo& info) {
    134     if (isRenderable()) {
    135         if (properties().getClipDamageToBounds()) {
    136             info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
    137         } else {
    138             // Hope this is big enough?
    139             // TODO: Get this from the display list ops or something
    140             info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
    141         }
    142     }
    143 }
    144 
    145 void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
    146     LayerType layerType = properties().effectiveLayerType();
    147     if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
    148         // Damage applied so far needs to affect our parent, but does not require
    149         // the layer to be updated. So we pop/push here to clear out the current
    150         // damage and get a clean state for display list or children updates to
    151         // affect, which will require the layer to be updated
    152         info.damageAccumulator->popTransform();
    153         info.damageAccumulator->pushTransform(this);
    154         if (dirtyMask & DISPLAY_LIST) {
    155             damageSelf(info);
    156         }
    157     }
    158 }
    159 
    160 void RenderNode::pushLayerUpdate(TreeInfo& info) {
    161     LayerType layerType = properties().effectiveLayerType();
    162     // If we are not a layer OR we cannot be rendered (eg, view was detached)
    163     // we need to destroy any Layers we may have had previously
    164     if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
    165         if (CC_UNLIKELY(mLayer)) {
    166             LayerRenderer::destroyLayer(mLayer);
    167             mLayer = nullptr;
    168         }
    169         return;
    170     }
    171 
    172     bool transformUpdateNeeded = false;
    173     if (!mLayer) {
    174         mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
    175         applyLayerPropertiesToLayer(info);
    176         damageSelf(info);
    177         transformUpdateNeeded = true;
    178     } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
    179         if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
    180             LayerRenderer::destroyLayer(mLayer);
    181             mLayer = nullptr;
    182         }
    183         damageSelf(info);
    184         transformUpdateNeeded = true;
    185     }
    186 
    187     SkRect dirty;
    188     info.damageAccumulator->peekAtDirty(&dirty);
    189 
    190     if (!mLayer) {
    191         Caches::getInstance().dumpMemoryUsage();
    192         if (info.errorHandler) {
    193             std::string msg = "Unable to create layer for ";
    194             msg += getName();
    195             info.errorHandler->onError(msg);
    196         }
    197         return;
    198     }
    199 
    200     if (transformUpdateNeeded) {
    201         // update the transform in window of the layer to reset its origin wrt light source position
    202         Matrix4 windowTransform;
    203         info.damageAccumulator->computeCurrentTransform(&windowTransform);
    204         mLayer->setWindowTransform(windowTransform);
    205     }
    206 
    207     if (dirty.intersect(0, 0, getWidth(), getHeight())) {
    208         dirty.roundOut(&dirty);
    209         mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
    210     }
    211     // This is not inside the above if because we may have called
    212     // updateDeferred on a previous prepare pass that didn't have a renderer
    213     if (info.renderer && mLayer->deferredUpdateScheduled) {
    214         info.renderer->pushLayerUpdate(mLayer);
    215     }
    216 
    217     if (info.canvasContext) {
    218         // There might be prefetched layers that need to be accounted for.
    219         // That might be us, so tell CanvasContext that this layer is in the
    220         // tree and should not be destroyed.
    221         info.canvasContext->markLayerInUse(this);
    222     }
    223 }
    224 
    225 /**
    226  * Traverse down the the draw tree to prepare for a frame.
    227  *
    228  * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
    229  *
    230  * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
    231  * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
    232  */
    233 void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
    234     info.damageAccumulator->pushTransform(this);
    235 
    236     if (info.mode == TreeInfo::MODE_FULL) {
    237         pushStagingPropertiesChanges(info);
    238     }
    239     uint32_t animatorDirtyMask = 0;
    240     if (CC_LIKELY(info.runAnimations)) {
    241         animatorDirtyMask = mAnimatorManager.animate(info);
    242     }
    243 
    244     bool willHaveFunctor = false;
    245     if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
    246         willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
    247     } else if (mDisplayListData) {
    248         willHaveFunctor = !mDisplayListData->functors.isEmpty();
    249     }
    250     bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
    251             willHaveFunctor, functorsNeedLayer);
    252 
    253     prepareLayer(info, animatorDirtyMask);
    254     if (info.mode == TreeInfo::MODE_FULL) {
    255         pushStagingDisplayListChanges(info);
    256     }
    257     prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
    258     pushLayerUpdate(info);
    259 
    260     info.damageAccumulator->popTransform();
    261 }
    262 
    263 void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
    264     // Push the animators first so that setupStartValueIfNecessary() is called
    265     // before properties() is trampled by stagingProperties(), as they are
    266     // required by some animators.
    267     if (CC_LIKELY(info.runAnimations)) {
    268         mAnimatorManager.pushStaging();
    269     }
    270     if (mDirtyPropertyFields) {
    271         mDirtyPropertyFields = 0;
    272         damageSelf(info);
    273         info.damageAccumulator->popTransform();
    274         mProperties = mStagingProperties;
    275         applyLayerPropertiesToLayer(info);
    276         // We could try to be clever and only re-damage if the matrix changed.
    277         // However, we don't need to worry about that. The cost of over-damaging
    278         // here is only going to be a single additional map rect of this node
    279         // plus a rect join(). The parent's transform (and up) will only be
    280         // performed once.
    281         info.damageAccumulator->pushTransform(this);
    282         damageSelf(info);
    283     }
    284 }
    285 
    286 void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
    287     if (CC_LIKELY(!mLayer)) return;
    288 
    289     const LayerProperties& props = properties().layerProperties();
    290     mLayer->setAlpha(props.alpha(), props.xferMode());
    291     mLayer->setColorFilter(props.colorFilter());
    292     mLayer->setBlend(props.needsBlending());
    293 }
    294 
    295 void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
    296     if (mNeedsDisplayListDataSync) {
    297         mNeedsDisplayListDataSync = false;
    298         // Make sure we inc first so that we don't fluctuate between 0 and 1,
    299         // which would thrash the layer cache
    300         if (mStagingDisplayListData) {
    301             for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
    302                 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
    303             }
    304         }
    305         // Damage with the old display list first then the new one to catch any
    306         // changes in isRenderable or, in the future, bounds
    307         damageSelf(info);
    308         deleteDisplayListData();
    309         // TODO: Remove this caches stuff
    310         if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
    311             Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
    312         }
    313         mDisplayListData = mStagingDisplayListData;
    314         mStagingDisplayListData = nullptr;
    315         if (mDisplayListData) {
    316             for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
    317                 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
    318             }
    319         }
    320         damageSelf(info);
    321     }
    322 }
    323 
    324 void RenderNode::deleteDisplayListData() {
    325     if (mDisplayListData) {
    326         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
    327             mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
    328         }
    329         if (mDisplayListData->functors.size()) {
    330             Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
    331         }
    332     }
    333     delete mDisplayListData;
    334     mDisplayListData = nullptr;
    335 }
    336 
    337 void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
    338     if (subtree) {
    339         TextureCache& cache = Caches::getInstance().textureCache;
    340         info.out.hasFunctors |= subtree->functors.size();
    341         for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
    342             info.prepareTextures = cache.prefetchAndMarkInUse(
    343                     info.canvasContext, subtree->bitmapResources[i]);
    344         }
    345         for (size_t i = 0; i < subtree->children().size(); i++) {
    346             DrawRenderNodeOp* op = subtree->children()[i];
    347             RenderNode* childNode = op->mRenderNode;
    348             info.damageAccumulator->pushTransform(&op->mTransformFromParent);
    349             bool childFunctorsNeedLayer = functorsNeedLayer
    350                     // Recorded with non-rect clip, or canvas-rotated by parent
    351                     || op->mRecordedWithPotentialStencilClip;
    352             childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
    353             info.damageAccumulator->popTransform();
    354         }
    355     }
    356 }
    357 
    358 void RenderNode::destroyHardwareResources() {
    359     if (mLayer) {
    360         LayerRenderer::destroyLayer(mLayer);
    361         mLayer = nullptr;
    362     }
    363     if (mDisplayListData) {
    364         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
    365             mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
    366         }
    367         if (mNeedsDisplayListDataSync) {
    368             // Next prepare tree we are going to push a new display list, so we can
    369             // drop our current one now
    370             deleteDisplayListData();
    371         }
    372     }
    373 }
    374 
    375 void RenderNode::decParentRefCount() {
    376     LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
    377     mParentCount--;
    378     if (!mParentCount) {
    379         // If a child of ours is being attached to our parent then this will incorrectly
    380         // destroy its hardware resources. However, this situation is highly unlikely
    381         // and the failure is "just" that the layer is re-created, so this should
    382         // be safe enough
    383         destroyHardwareResources();
    384     }
    385 }
    386 
    387 /*
    388  * For property operations, we pass a savecount of 0, since the operations aren't part of the
    389  * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
    390  * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
    391  */
    392 #define PROPERTY_SAVECOUNT 0
    393 
    394 template <class T>
    395 void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
    396 #if DEBUG_DISPLAY_LIST
    397     properties().debugOutputProperties(handler.level() + 1);
    398 #endif
    399     if (properties().getLeft() != 0 || properties().getTop() != 0) {
    400         renderer.translate(properties().getLeft(), properties().getTop());
    401     }
    402     if (properties().getStaticMatrix()) {
    403         renderer.concatMatrix(*properties().getStaticMatrix());
    404     } else if (properties().getAnimationMatrix()) {
    405         renderer.concatMatrix(*properties().getAnimationMatrix());
    406     }
    407     if (properties().hasTransformMatrix()) {
    408         if (properties().isTransformTranslateOnly()) {
    409             renderer.translate(properties().getTranslationX(), properties().getTranslationY());
    410         } else {
    411             renderer.concatMatrix(*properties().getTransformMatrix());
    412         }
    413     }
    414     const bool isLayer = properties().effectiveLayerType() != LayerType::None;
    415     int clipFlags = properties().getClippingFlags();
    416     if (properties().getAlpha() < 1) {
    417         if (isLayer) {
    418             clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
    419         }
    420         if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
    421             // simply scale rendering content's alpha
    422             renderer.scaleAlpha(properties().getAlpha());
    423         } else {
    424             // savelayer needed to create an offscreen buffer
    425             Rect layerBounds(0, 0, getWidth(), getHeight());
    426             if (clipFlags) {
    427                 properties().getClippingRectForFlags(clipFlags, &layerBounds);
    428                 clipFlags = 0; // all clipping done by savelayer
    429             }
    430             SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
    431                     layerBounds.left, layerBounds.top,
    432                     layerBounds.right, layerBounds.bottom,
    433                     (int) (properties().getAlpha() * 255),
    434                     SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
    435             handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
    436         }
    437 
    438         if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
    439             // pretend alpha always causes savelayer to warn about
    440             // performance problem affecting old versions
    441             ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
    442                     static_cast<int>(getWidth()),
    443                     static_cast<int>(getHeight()));
    444         }
    445     }
    446     if (clipFlags) {
    447         Rect clipRect;
    448         properties().getClippingRectForFlags(clipFlags, &clipRect);
    449         ClipRectOp* op = new (handler.allocator()) ClipRectOp(
    450                 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
    451                 SkRegion::kIntersect_Op);
    452         handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
    453     }
    454 
    455     // TODO: support nesting round rect clips
    456     if (mProperties.getRevealClip().willClip()) {
    457         Rect bounds;
    458         mProperties.getRevealClip().getBounds(&bounds);
    459         renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
    460     } else if (mProperties.getOutline().willClip()) {
    461         renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
    462     }
    463 }
    464 
    465 /**
    466  * Apply property-based transformations to input matrix
    467  *
    468  * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
    469  * matrix computation instead of the Skia 3x3 matrix + camera hackery.
    470  */
    471 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
    472     if (properties().getLeft() != 0 || properties().getTop() != 0) {
    473         matrix.translate(properties().getLeft(), properties().getTop());
    474     }
    475     if (properties().getStaticMatrix()) {
    476         mat4 stat(*properties().getStaticMatrix());
    477         matrix.multiply(stat);
    478     } else if (properties().getAnimationMatrix()) {
    479         mat4 anim(*properties().getAnimationMatrix());
    480         matrix.multiply(anim);
    481     }
    482 
    483     bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
    484     if (properties().hasTransformMatrix() || applyTranslationZ) {
    485         if (properties().isTransformTranslateOnly()) {
    486             matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
    487                     true3dTransform ? properties().getZ() : 0.0f);
    488         } else {
    489             if (!true3dTransform) {
    490                 matrix.multiply(*properties().getTransformMatrix());
    491             } else {
    492                 mat4 true3dMat;
    493                 true3dMat.loadTranslate(
    494                         properties().getPivotX() + properties().getTranslationX(),
    495                         properties().getPivotY() + properties().getTranslationY(),
    496                         properties().getZ());
    497                 true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
    498                 true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
    499                 true3dMat.rotate(properties().getRotation(), 0, 0, 1);
    500                 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
    501                 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
    502 
    503                 matrix.multiply(true3dMat);
    504             }
    505         }
    506     }
    507 }
    508 
    509 /**
    510  * Organizes the DisplayList hierarchy to prepare for background projection reordering.
    511  *
    512  * This should be called before a call to defer() or drawDisplayList()
    513  *
    514  * Each DisplayList that serves as a 3d root builds its list of composited children,
    515  * which are flagged to not draw in the standard draw loop.
    516  */
    517 void RenderNode::computeOrdering() {
    518     ATRACE_CALL();
    519     mProjectedNodes.clear();
    520 
    521     // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
    522     // transform properties are applied correctly to top level children
    523     if (mDisplayListData == nullptr) return;
    524     for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
    525         DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
    526         childOp->mRenderNode->computeOrderingImpl(childOp,
    527                 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
    528     }
    529 }
    530 
    531 void RenderNode::computeOrderingImpl(
    532         DrawRenderNodeOp* opState,
    533         const SkPath* outlineOfProjectionSurface,
    534         Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
    535         const mat4* transformFromProjectionSurface) {
    536     mProjectedNodes.clear();
    537     if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
    538 
    539     // TODO: should avoid this calculation in most cases
    540     // TODO: just calculate single matrix, down to all leaf composited elements
    541     Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
    542     localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
    543 
    544     if (properties().getProjectBackwards()) {
    545         // composited projectee, flag for out of order draw, save matrix, and store in proj surface
    546         opState->mSkipInOrderDraw = true;
    547         opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
    548         compositedChildrenOfProjectionSurface->add(opState);
    549     } else {
    550         // standard in order draw
    551         opState->mSkipInOrderDraw = false;
    552     }
    553 
    554     if (mDisplayListData->children().size() > 0) {
    555         const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
    556         bool haveAppliedPropertiesToProjection = false;
    557         for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
    558             DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
    559             RenderNode* child = childOp->mRenderNode;
    560 
    561             const SkPath* projectionOutline = nullptr;
    562             Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
    563             const mat4* projectionTransform = nullptr;
    564             if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
    565                 // if receiving projections, collect projecting descendant
    566 
    567                 // Note that if a direct descendant is projecting backwards, we pass its
    568                 // grandparent projection collection, since it shouldn't project onto its
    569                 // parent, where it will already be drawing.
    570                 projectionOutline = properties().getOutline().getPath();
    571                 projectionChildren = &mProjectedNodes;
    572                 projectionTransform = &mat4::identity();
    573             } else {
    574                 if (!haveAppliedPropertiesToProjection) {
    575                     applyViewPropertyTransforms(localTransformFromProjectionSurface);
    576                     haveAppliedPropertiesToProjection = true;
    577                 }
    578                 projectionOutline = outlineOfProjectionSurface;
    579                 projectionChildren = compositedChildrenOfProjectionSurface;
    580                 projectionTransform = &localTransformFromProjectionSurface;
    581             }
    582             child->computeOrderingImpl(childOp,
    583                     projectionOutline, projectionChildren, projectionTransform);
    584         }
    585     }
    586 }
    587 
    588 class DeferOperationHandler {
    589 public:
    590     DeferOperationHandler(DeferStateStruct& deferStruct, int level)
    591         : mDeferStruct(deferStruct), mLevel(level) {}
    592     inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
    593         operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
    594     }
    595     inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
    596     inline void startMark(const char* name) {} // do nothing
    597     inline void endMark() {}
    598     inline int level() { return mLevel; }
    599     inline int replayFlags() { return mDeferStruct.mReplayFlags; }
    600     inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
    601 
    602 private:
    603     DeferStateStruct& mDeferStruct;
    604     const int mLevel;
    605 };
    606 
    607 void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
    608     DeferOperationHandler handler(deferStruct, level);
    609     issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
    610 }
    611 
    612 class ReplayOperationHandler {
    613 public:
    614     ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
    615         : mReplayStruct(replayStruct), mLevel(level) {}
    616     inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
    617 #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
    618         mReplayStruct.mRenderer.eventMark(operation->name());
    619 #endif
    620         operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
    621     }
    622     inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
    623     inline void startMark(const char* name) {
    624         mReplayStruct.mRenderer.startMark(name);
    625     }
    626     inline void endMark() {
    627         mReplayStruct.mRenderer.endMark();
    628     }
    629     inline int level() { return mLevel; }
    630     inline int replayFlags() { return mReplayStruct.mReplayFlags; }
    631     inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
    632 
    633 private:
    634     ReplayStateStruct& mReplayStruct;
    635     const int mLevel;
    636 };
    637 
    638 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
    639     ReplayOperationHandler handler(replayStruct, level);
    640     issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
    641 }
    642 
    643 void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
    644         Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
    645     if (chunk.beginChildIndex == chunk.endChildIndex) return;
    646 
    647     for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
    648         DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
    649         RenderNode* child = childOp->mRenderNode;
    650         float childZ = child->properties().getZ();
    651 
    652         if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
    653             zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
    654             childOp->mSkipInOrderDraw = true;
    655         } else if (!child->properties().getProjectBackwards()) {
    656             // regular, in order drawing DisplayList
    657             childOp->mSkipInOrderDraw = false;
    658         }
    659     }
    660 
    661     // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
    662     std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
    663 }
    664 
    665 template <class T>
    666 void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
    667     if (properties().getAlpha() <= 0.0f
    668             || properties().getOutline().getAlpha() <= 0.0f
    669             || !properties().getOutline().getPath()) {
    670         // no shadow to draw
    671         return;
    672     }
    673 
    674     mat4 shadowMatrixXY(transformFromParent);
    675     applyViewPropertyTransforms(shadowMatrixXY);
    676 
    677     // Z matrix needs actual 3d transformation, so mapped z values will be correct
    678     mat4 shadowMatrixZ(transformFromParent);
    679     applyViewPropertyTransforms(shadowMatrixZ, true);
    680 
    681     const SkPath* casterOutlinePath = properties().getOutline().getPath();
    682     const SkPath* revealClipPath = properties().getRevealClip().getPath();
    683     if (revealClipPath && revealClipPath->isEmpty()) return;
    684 
    685     float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
    686 
    687 
    688     // holds temporary SkPath to store the result of intersections
    689     SkPath* frameAllocatedPath = nullptr;
    690     const SkPath* outlinePath = casterOutlinePath;
    691 
    692     // intersect the outline with the reveal clip, if present
    693     if (revealClipPath) {
    694         frameAllocatedPath = handler.allocPathForFrame();
    695 
    696         Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
    697         outlinePath = frameAllocatedPath;
    698     }
    699 
    700     // intersect the outline with the clipBounds, if present
    701     if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
    702         if (!frameAllocatedPath) {
    703             frameAllocatedPath = handler.allocPathForFrame();
    704         }
    705 
    706         Rect clipBounds;
    707         properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
    708         SkPath clipBoundsPath;
    709         clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
    710                 clipBounds.right, clipBounds.bottom);
    711 
    712         Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
    713         outlinePath = frameAllocatedPath;
    714     }
    715 
    716     DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
    717             shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
    718     handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
    719 }
    720 
    721 #define SHADOW_DELTA 0.1f
    722 
    723 template <class T>
    724 void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
    725         const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
    726         OpenGLRenderer& renderer, T& handler) {
    727     const int size = zTranslatedNodes.size();
    728     if (size == 0
    729             || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
    730             || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
    731         // no 3d children to draw
    732         return;
    733     }
    734 
    735     // Apply the base transform of the parent of the 3d children. This isolates
    736     // 3d children of the current chunk from transformations made in previous chunks.
    737     int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
    738     renderer.setMatrix(initialTransform);
    739 
    740     /**
    741      * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
    742      * with very similar Z heights to draw together.
    743      *
    744      * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
    745      * underneath both, and neither's shadow is drawn on top of the other.
    746      */
    747     const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
    748     size_t drawIndex, shadowIndex, endIndex;
    749     if (mode == kNegativeZChildren) {
    750         drawIndex = 0;
    751         endIndex = nonNegativeIndex;
    752         shadowIndex = endIndex; // draw no shadows
    753     } else {
    754         drawIndex = nonNegativeIndex;
    755         endIndex = size;
    756         shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
    757     }
    758 
    759     DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
    760             endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
    761 
    762     float lastCasterZ = 0.0f;
    763     while (shadowIndex < endIndex || drawIndex < endIndex) {
    764         if (shadowIndex < endIndex) {
    765             DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
    766             RenderNode* caster = casterOp->mRenderNode;
    767             const float casterZ = zTranslatedNodes[shadowIndex].key;
    768             // attempt to render the shadow if the caster about to be drawn is its caster,
    769             // OR if its caster's Z value is similar to the previous potential caster
    770             if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
    771                 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
    772 
    773                 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
    774                 shadowIndex++;
    775                 continue;
    776             }
    777         }
    778 
    779         // only the actual child DL draw needs to be in save/restore,
    780         // since it modifies the renderer's matrix
    781         int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
    782 
    783         DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
    784 
    785         renderer.concatMatrix(childOp->mTransformFromParent);
    786         childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
    787         handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
    788         childOp->mSkipInOrderDraw = true;
    789 
    790         renderer.restoreToCount(restoreTo);
    791         drawIndex++;
    792     }
    793     renderer.restoreToCount(rootRestoreTo);
    794 }
    795 
    796 template <class T>
    797 void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
    798     DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
    799     const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
    800     int restoreTo = renderer.getSaveCount();
    801 
    802     LinearAllocator& alloc = handler.allocator();
    803     handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
    804             PROPERTY_SAVECOUNT, properties().getClipToBounds());
    805 
    806     // Transform renderer to match background we're projecting onto
    807     // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
    808     const DisplayListOp* op =
    809             (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
    810     const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
    811     const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
    812     renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
    813 
    814     // If the projection reciever has an outline, we mask projected content to it
    815     // (which we know, apriori, are all tessellated paths)
    816     renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
    817 
    818     // draw projected nodes
    819     for (size_t i = 0; i < mProjectedNodes.size(); i++) {
    820         DrawRenderNodeOp* childOp = mProjectedNodes[i];
    821 
    822         // matrix save, concat, and restore can be done safely without allocating operations
    823         int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
    824         renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
    825         childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
    826         handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
    827         childOp->mSkipInOrderDraw = true;
    828         renderer.restoreToCount(restoreTo);
    829     }
    830 
    831     handler(new (alloc) RestoreToCountOp(restoreTo),
    832             PROPERTY_SAVECOUNT, properties().getClipToBounds());
    833 }
    834 
    835 /**
    836  * This function serves both defer and replay modes, and will organize the displayList's component
    837  * operations for a single frame:
    838  *
    839  * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
    840  * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
    841  * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
    842  * defer vs replay logic, per operation
    843  */
    844 template <class T>
    845 void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
    846     if (mDisplayListData->isEmpty()) {
    847         DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
    848                 this, getName());
    849         return;
    850     }
    851 
    852     const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
    853     // If we are updating the contents of mLayer, we don't want to apply any of
    854     // the RenderNode's properties to this issueOperations pass. Those will all
    855     // be applied when the layer is drawn, aka when this is true.
    856     const bool useViewProperties = (!mLayer || drawLayer);
    857     if (useViewProperties) {
    858         const Outline& outline = properties().getOutline();
    859         if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
    860             DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
    861                     this, getName());
    862             return;
    863         }
    864     }
    865 
    866     handler.startMark(getName());
    867 
    868 #if DEBUG_DISPLAY_LIST
    869     const Rect& clipRect = renderer.getLocalClipBounds();
    870     DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
    871             handler.level() * 2, "", this, getName(),
    872             clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
    873 #endif
    874 
    875     LinearAllocator& alloc = handler.allocator();
    876     int restoreTo = renderer.getSaveCount();
    877     handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
    878             PROPERTY_SAVECOUNT, properties().getClipToBounds());
    879 
    880     DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
    881             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
    882 
    883     if (useViewProperties) {
    884         setViewProperties<T>(renderer, handler);
    885     }
    886 
    887     bool quickRejected = properties().getClipToBounds()
    888             && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
    889     if (!quickRejected) {
    890         Matrix4 initialTransform(*(renderer.currentTransform()));
    891         renderer.setBaseTransform(initialTransform);
    892 
    893         if (drawLayer) {
    894             handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
    895                     renderer.getSaveCount() - 1, properties().getClipToBounds());
    896         } else {
    897             const int saveCountOffset = renderer.getSaveCount() - 1;
    898             const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
    899             for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
    900                 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
    901 
    902                 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
    903                 buildZSortedChildList(chunk, zTranslatedNodes);
    904 
    905                 issueOperationsOf3dChildren(kNegativeZChildren,
    906                         initialTransform, zTranslatedNodes, renderer, handler);
    907 
    908 
    909                 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
    910                     DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
    911 #if DEBUG_DISPLAY_LIST
    912                     op->output(handler.level() + 1);
    913 #endif
    914                     handler(op, saveCountOffset, properties().getClipToBounds());
    915 
    916                     if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
    917                         opIndex == static_cast<size_t>(projectionReceiveIndex))) {
    918                         issueOperationsOfProjectedChildren(renderer, handler);
    919                     }
    920                 }
    921 
    922                 issueOperationsOf3dChildren(kPositiveZChildren,
    923                         initialTransform, zTranslatedNodes, renderer, handler);
    924             }
    925         }
    926     }
    927 
    928     DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
    929     handler(new (alloc) RestoreToCountOp(restoreTo),
    930             PROPERTY_SAVECOUNT, properties().getClipToBounds());
    931 
    932     DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
    933     handler.endMark();
    934 }
    935 
    936 } /* namespace uirenderer */
    937 } /* namespace android */
    938