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 "DisplayList.h" 20 #include "hwui/AnimatedImageDrawable.h" 21 #include "GLFunctorDrawable.h" 22 #include "RenderNodeDrawable.h" 23 24 #include <SkLiteDL.h> 25 #include <SkLiteRecorder.h> 26 #include <deque> 27 28 namespace android { 29 namespace uirenderer { 30 31 class Outline; 32 33 namespace skiapipeline { 34 35 /** 36 * This class is intended to be self contained, but still subclasses from 37 * DisplayList to make it easier to support switching between the two at 38 * runtime. The downside of this inheritance is that we pay for the overhead 39 * of the parent class construction/destruction without any real benefit. 40 */ 41 class SkiaDisplayList : public DisplayList { 42 public: 43 SkiaDisplayList() { SkASSERT(projectionReceiveIndex == -1); } 44 virtual ~SkiaDisplayList() { 45 /* Given that we are using a LinearStdAllocator to store some of the 46 * SkDrawable contents we must ensure that any other object that is 47 * holding a reference to those drawables is destroyed prior to their 48 * deletion. 49 */ 50 mDisplayList.reset(); 51 } 52 53 /** 54 * This resets the DisplayList so that it behaves as if the object were newly 55 * constructed. The reuse avoids any overhead associated with destroying 56 * the SkLiteDL as well as the deques and vectors. 57 */ 58 void reset(); 59 60 /** 61 * Use the linear allocator to create any SkDrawables needed by the display 62 * list. This could be dangerous as these objects are ref-counted, so we 63 * need to monitor that they don't extend beyond the lifetime of the class 64 * that creates them. Allocator dtor invokes all SkDrawable dtors. 65 */ 66 template <class T, typename... Params> 67 SkDrawable* allocateDrawable(Params&&... params) { 68 return allocator.create<T>(std::forward<Params>(params)...); 69 } 70 71 bool isSkiaDL() const override { return true; } 72 73 /** 74 * Returns true if the DisplayList does not have any recorded content 75 */ 76 bool isEmpty() const override { return mDisplayList.empty(); } 77 78 /** 79 * Returns true if this list directly contains a GLFunctor drawing command. 80 */ 81 bool hasFunctor() const override { return !mChildFunctors.empty(); } 82 83 /** 84 * Returns true if this list directly contains a VectorDrawable drawing command. 85 */ 86 bool hasVectorDrawables() const override { return !mVectorDrawables.empty(); } 87 88 /** 89 * Attempts to reset and reuse this DisplayList. 90 * 91 * @return true if the displayList will be reused and therefore should not be deleted 92 */ 93 bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) override; 94 95 /** 96 * ONLY to be called by RenderNode::syncDisplayList so that we can notify any 97 * contained VectorDrawables or GLFunctors to sync their state. 98 * 99 * NOTE: This function can be folded into RenderNode when we no longer need 100 * to subclass from DisplayList 101 */ 102 void syncContents() override; 103 104 /** 105 * ONLY to be called by RenderNode::prepareTree in order to prepare this 106 * list while the UI thread is blocked. Here we can upload mutable bitmaps 107 * and notify our parent if any of our content has been invalidated and in 108 * need of a redraw. If the renderNode has any children then they are also 109 * call in order to prepare them. 110 * 111 * @return true if any content change requires the node to be invalidated 112 * 113 * NOTE: This function can be folded into RenderNode when we no longer need 114 * to subclass from DisplayList 115 */ 116 117 bool prepareListAndChildren( 118 TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer, 119 std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn) override; 120 121 /** 122 * Calls the provided function once for each child of this DisplayList 123 */ 124 void updateChildren(std::function<void(RenderNode*)> updateFn) override; 125 126 /** 127 * Returns true if there is a child render node that is a projection receiver. 128 */ 129 inline bool containsProjectionReceiver() const { return mProjectionReceiver; } 130 131 void attachRecorder(SkLiteRecorder* recorder, const SkIRect& bounds) { 132 recorder->reset(&mDisplayList, bounds); 133 } 134 135 void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); } 136 137 void output(std::ostream& output, uint32_t level) override; 138 139 /** 140 * We use std::deque here because (1) we need to iterate through these 141 * elements and (2) mDisplayList holds pointers to the elements, so they 142 * cannot relocate. 143 */ 144 std::deque<RenderNodeDrawable> mChildNodes; 145 std::deque<GLFunctorDrawable> mChildFunctors; 146 std::vector<SkImage*> mMutableImages; 147 std::vector<VectorDrawableRoot*> mVectorDrawables; 148 std::vector<AnimatedImageDrawable*> mAnimatedImages; 149 SkLiteDL mDisplayList; 150 151 // mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection 152 // receiver. It is set at record time and used at both prepare and draw tree traversals to 153 // make sure backward projected nodes are found and drawn immediately after mProjectionReceiver. 154 RenderNodeDrawable* mProjectionReceiver = nullptr; 155 156 // mProjectedOutline is valid only when render node tree is traversed during the draw pass. 157 // Render nodes that have a child receiver node, will store a pointer to their outline in 158 // mProjectedOutline. Child receiver node will apply the clip before any backward projected 159 // node is drawn. 160 const Outline* mProjectedOutline = nullptr; 161 162 // mProjectedReceiverParentMatrix is valid when render node tree is traversed during the draw 163 // pass. Render nodes that have a child receiver node, will store their matrix in 164 // mProjectedReceiverParentMatrix. Child receiver node will set the matrix and then clip with 165 // the 166 // outline of their parent. 167 SkMatrix mProjectedReceiverParentMatrix; 168 }; 169 170 }; // namespace skiapipeline 171 }; // namespace uirenderer 172 }; // namespace android 173