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