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      1 /*
      2  * Copyright (C) 2013 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 "Debug.h"
     20 #include "Matrix.h"
     21 #include "Rect.h"
     22 #include "Vector.h"
     23 #include "VertexBuffer.h"
     24 #include "thread/TaskProcessor.h"
     25 #include "utils/Macros.h"
     26 #include "utils/Pair.h"
     27 
     28 #include <SkPaint.h>
     29 #include <SkPath.h>
     30 
     31 #include <utils/LruCache.h>
     32 #include <utils/Mutex.h>
     33 #include <utils/StrongPointer.h>
     34 
     35 class SkBitmap;
     36 class SkCanvas;
     37 struct SkRect;
     38 
     39 namespace android {
     40 namespace uirenderer {
     41 
     42 class Caches;
     43 class VertexBuffer;
     44 
     45 ///////////////////////////////////////////////////////////////////////////////
     46 // Classes
     47 ///////////////////////////////////////////////////////////////////////////////
     48 
     49 class TessellationCache {
     50 public:
     51     typedef Pair<VertexBuffer*, VertexBuffer*> vertexBuffer_pair_t;
     52 
     53     struct Description {
     54         HASHABLE_TYPE(Description);
     55         enum class Type {
     56             None,
     57             RoundRect,
     58         };
     59 
     60         Type type;
     61         float scaleX;
     62         float scaleY;
     63         bool aa;
     64         SkPaint::Cap cap;
     65         SkPaint::Style style;
     66         float strokeWidth;
     67         union Shape {
     68             struct RoundRect {
     69                 float width;
     70                 float height;
     71                 float rx;
     72                 float ry;
     73             } roundRect;
     74         } shape;
     75 
     76         Description();
     77         Description(Type type, const Matrix4& transform, const SkPaint& paint);
     78         void setupMatrixAndPaint(Matrix4* matrix, SkPaint* paint) const;
     79     };
     80 
     81     struct ShadowDescription {
     82         HASHABLE_TYPE(ShadowDescription);
     83         const SkPath* nodeKey;
     84         float matrixData[16];
     85 
     86         ShadowDescription();
     87         ShadowDescription(const SkPath* nodeKey, const Matrix4* drawTransform);
     88     };
     89 
     90     class ShadowTask : public Task<vertexBuffer_pair_t> {
     91     public:
     92         ShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque,
     93                    const SkPath* casterPerimeter, const Matrix4* transformXY,
     94                    const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius)
     95                 : drawTransform(*drawTransform)
     96                 , localClip(localClip)
     97                 , opaque(opaque)
     98                 , casterPerimeter(*casterPerimeter)
     99                 , transformXY(*transformXY)
    100                 , transformZ(*transformZ)
    101                 , lightCenter(lightCenter)
    102                 , lightRadius(lightRadius) {}
    103 
    104         /* Note - we deep copy all task parameters, because *even though* pointers into Allocator
    105          * controlled objects (like the SkPath and Matrix4s) should be safe for the entire frame,
    106          * certain Allocators are destroyed before trim() is called to flush incomplete tasks.
    107          *
    108          * These deep copies could be avoided, long term, by canceling or flushing outstanding
    109          * tasks before tearing down single-frame LinearAllocators.
    110          */
    111         const Matrix4 drawTransform;
    112         const Rect localClip;
    113         bool opaque;
    114         const SkPath casterPerimeter;
    115         const Matrix4 transformXY;
    116         const Matrix4 transformZ;
    117         const Vector3 lightCenter;
    118         const float lightRadius;
    119         VertexBuffer ambientBuffer;
    120         VertexBuffer spotBuffer;
    121     };
    122 
    123     TessellationCache();
    124     ~TessellationCache();
    125 
    126     /**
    127      * Clears the cache. This causes all TessellationBuffers to be deleted.
    128      */
    129     void clear();
    130     /**
    131      * Returns the maximum size of the cache in bytes.
    132      */
    133     uint32_t getMaxSize();
    134     /**
    135      * Returns the current size of the cache in bytes.
    136      */
    137     uint32_t getSize();
    138 
    139     /**
    140      * Trims the contents of the cache, removing items until it's under its
    141      * specified limit.
    142      *
    143      * Trimming is used for caches that support pre-caching from a worker
    144      * thread. During pre-caching the maximum limit of the cache can be
    145      * exceeded for the duration of the frame. It is therefore required to
    146      * trim the cache at the end of the frame to keep the total amount of
    147      * memory used under control.
    148      *
    149      * Also removes transient Shadow VertexBuffers, which aren't cached between frames.
    150      */
    151     void trim();
    152 
    153     // TODO: precache/get for Oval, Lines, Points, etc.
    154 
    155     void precacheRoundRect(const Matrix4& transform, const SkPaint& paint, float width,
    156                            float height, float rx, float ry) {
    157         getRoundRectBuffer(transform, paint, width, height, rx, ry);
    158     }
    159     const VertexBuffer* getRoundRect(const Matrix4& transform, const SkPaint& paint, float width,
    160                                      float height, float rx, float ry);
    161 
    162     sp<ShadowTask> getShadowTask(const Matrix4* drawTransform, const Rect& localClip, bool opaque,
    163                                  const SkPath* casterPerimeter, const Matrix4* transformXY,
    164                                  const Matrix4* transformZ, const Vector3& lightCenter,
    165                                  float lightRadius);
    166 
    167 private:
    168     class Buffer;
    169     class TessellationTask;
    170     class TessellationProcessor;
    171 
    172     typedef VertexBuffer* (*Tessellator)(const Description&);
    173 
    174     void precacheShadows(const Matrix4* drawTransform, const Rect& localClip, bool opaque,
    175                          const SkPath* casterPerimeter, const Matrix4* transformXY,
    176                          const Matrix4* transformZ, const Vector3& lightCenter, float lightRadius);
    177 
    178     Buffer* getRectBuffer(const Matrix4& transform, const SkPaint& paint, float width,
    179                           float height);
    180     Buffer* getRoundRectBuffer(const Matrix4& transform, const SkPaint& paint, float width,
    181                                float height, float rx, float ry);
    182 
    183     Buffer* getOrCreateBuffer(const Description& entry, Tessellator tessellator);
    184 
    185     const uint32_t mMaxSize;
    186 
    187     bool mDebugEnabled;
    188 
    189     mutable Mutex mLock;
    190 
    191     ///////////////////////////////////////////////////////////////////////////////
    192     // General tessellation caching
    193     ///////////////////////////////////////////////////////////////////////////////
    194     sp<TaskProcessor<VertexBuffer*> > mProcessor;
    195     LruCache<Description, Buffer*> mCache;
    196     class BufferRemovedListener : public OnEntryRemoved<Description, Buffer*> {
    197         void operator()(Description& description, Buffer*& buffer) override;
    198     };
    199     BufferRemovedListener mBufferRemovedListener;
    200 
    201     ///////////////////////////////////////////////////////////////////////////////
    202     // Shadow tessellation caching
    203     ///////////////////////////////////////////////////////////////////////////////
    204     sp<TaskProcessor<vertexBuffer_pair_t> > mShadowProcessor;
    205 
    206     // holds a pointer, and implicit strong ref to each shadow task of the frame
    207     LruCache<ShadowDescription, Task<vertexBuffer_pair_t>*> mShadowCache;
    208     class BufferPairRemovedListener
    209             : public OnEntryRemoved<ShadowDescription, Task<vertexBuffer_pair_t>*> {
    210         void operator()(ShadowDescription& description,
    211                         Task<vertexBuffer_pair_t>*& bufferPairTask) override {
    212             bufferPairTask->decStrong(nullptr);
    213         }
    214     };
    215     BufferPairRemovedListener mBufferPairRemovedListener;
    216 
    217 };  // class TessellationCache
    218 
    219 void tessellateShadows(const Matrix4* drawTransform, const Rect* localClip, bool isCasterOpaque,
    220                        const SkPath* casterPerimeter, const Matrix4* casterTransformXY,
    221                        const Matrix4* casterTransformZ, const Vector3& lightCenter,
    222                        float lightRadius, VertexBuffer& ambientBuffer, VertexBuffer& spotBuffer);
    223 
    224 };  // namespace uirenderer
    225 };  // namespace android
    226