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| author | Chet Haase <chet@google.com> | 2011-01-10 14:10:36 -0800 |
|---|---|---|
| committer | Chet Haase <chet@google.com> | 2011-01-24 08:43:20 -0800 |
| commit | daf98e941e140e8739458126640183b9f296a2ab (patch) | |
| tree | e338ad021139d706004b70a38fbbe539ccfbbacf /libs/hwui/DisplayListRenderer.cpp | |
| parent | 57ffc00239edcfe733832771e1429fca20182207 (diff) | |
| download | frameworks_base-daf98e941e140e8739458126640183b9f296a2ab.zip frameworks_base-daf98e941e140e8739458126640183b9f296a2ab.tar.gz frameworks_base-daf98e941e140e8739458126640183b9f296a2ab.tar.bz2 | |
Use optimized display lists for all hwaccelerated rendering
Previously, display lists were used only if hardware acceleration
was enabled for an application (hardwareAccelerated=true) *and* if
setDrawingCacheEnabled(true) was called. This change makes the framework
use display lists for all views in an application if hardware acceleration
is enabled.
In addition, display list renderering has been optimized so that
any view's recreation of its own display list (which is necessary whenever
the visuals of that view change) will not cause any other display list
in its parent hierarchy to change. Instead, when there are any visual
changes in the hierarchy, only those views which need to have new
display list content will recreate their display lists.
This optimization works by caching display list references in each
parent display list (so the container of some child will refer to its
child's display list by a reference to the child's display list). Then when
a view needs to recreate its display list, it will do so inside the same
display list object. This will cause the content to get refreshed, but not
the reference to that content. Then when the view hierarchy is redrawn,
it will automatically pick up the new content from the old reference.
This optimization will not necessarily improve performance when applications
need to update the entire view hierarchy or redraw the entire screen, but it does
show significant improvements when redrawing only a portion of the screen,
especially when the regions that are not refreshed are complex and time-
consuming to redraw.
Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
Diffstat (limited to 'libs/hwui/DisplayListRenderer.cpp')
| -rw-r--r-- | libs/hwui/DisplayListRenderer.cpp | 246 |
1 files changed, 205 insertions, 41 deletions
diff --git a/libs/hwui/DisplayListRenderer.cpp b/libs/hwui/DisplayListRenderer.cpp index ffd3be4..a768efe 100644 --- a/libs/hwui/DisplayListRenderer.cpp +++ b/libs/hwui/DisplayListRenderer.cpp @@ -117,7 +117,8 @@ const char* DisplayList::OP_NAMES[] = { "ResetColorFilter", "SetupColorFilter", "ResetShadow", - "SetupShadow" + "SetupShadow", + "DrawGLFunction" }; DisplayList::DisplayList(const DisplayListRenderer& recorder) { @@ -212,7 +213,8 @@ void DisplayList::init() { mPathHeap = NULL; } -void DisplayList::replay(OpenGLRenderer& renderer, uint32_t level) { +bool DisplayList::replay(OpenGLRenderer& renderer, uint32_t level) { + bool needsInvalidate = false; TextContainer text; mReader.rewind(); @@ -229,87 +231,165 @@ void DisplayList::replay(OpenGLRenderer& renderer, uint32_t level) { int saveCount = renderer.getSaveCount() - 1; while (!mReader.eof()) { int op = mReader.readInt(); - DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); switch (op) { + case DrawGLFunction: { + Functor *functor = (Functor *) getInt(); + DISPLAY_LIST_LOGD("%s%s %p", (char*) indent, OP_NAMES[op], functor); + needsInvalidate |= renderer.callDrawGLFunction(functor); + } + break; case AcquireContext: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.acquireContext(); } break; case ReleaseContext: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.releaseContext(); } break; case Save: { - renderer.save(getInt()); + int rendererNum = getInt(); + DISPLAY_LIST_LOGD("%s%s %d", (char*) indent, OP_NAMES[op], rendererNum); + renderer.save(rendererNum); } break; case Restore: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.restore(); } break; case RestoreToCount: { - renderer.restoreToCount(saveCount + getInt()); + int restoreCount = saveCount + getInt(); + DISPLAY_LIST_LOGD("%s%s %d", (char*) indent, OP_NAMES[op], restoreCount); + renderer.restoreToCount(restoreCount); } break; case SaveLayer: { - renderer.saveLayer(getFloat(), getFloat(), getFloat(), getFloat(), - getPaint(), getInt()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + SkPaint* paint = getPaint(); + int flags = getInt(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %p, 0x%x", (char*) indent, + OP_NAMES[op], f1, f2, f3, f4, paint, flags); + renderer.saveLayer(f1, f2, f3, f4, paint, flags); } break; case SaveLayerAlpha: { - renderer.saveLayerAlpha(getFloat(), getFloat(), getFloat(), getFloat(), - getInt(), getInt()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + int alpha = getInt(); + int flags = getInt(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %d, 0x%x", (char*) indent, + OP_NAMES[op], f1, f2, f3, f4, alpha, flags); + renderer.saveLayerAlpha(f1, f2, f3, f4, alpha, flags); } break; case Translate: { - renderer.translate(getFloat(), getFloat()); + float f1 = getFloat(); + float f2 = getFloat(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f", (char*) indent, OP_NAMES[op], f1, f2); + renderer.translate(f1, f2); } break; case Rotate: { - renderer.rotate(getFloat()); + float rotation = getFloat(); + DISPLAY_LIST_LOGD("%s%s %.2f", (char*) indent, OP_NAMES[op], rotation); + renderer.rotate(rotation); } break; case Scale: { - renderer.scale(getFloat(), getFloat()); + float sx = getFloat(); + float sy = getFloat(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f", (char*) indent, OP_NAMES[op], sx, sy); + renderer.scale(sx, sy); } break; case Skew: { - renderer.skew(getFloat(), getFloat()); + float sx = getFloat(); + float sy = getFloat(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f", (char*) indent, OP_NAMES[op], sx, sy); + renderer.skew(sx, sy); } break; case SetMatrix: { - renderer.setMatrix(getMatrix()); + SkMatrix* matrix = getMatrix(); + DISPLAY_LIST_LOGD("%s%s %p", (char*) indent, OP_NAMES[op], matrix); + renderer.setMatrix(matrix); } break; case ConcatMatrix: { - renderer.concatMatrix(getMatrix()); + SkMatrix* matrix = getMatrix(); + DISPLAY_LIST_LOGD("%s%s %p", (char*) indent, OP_NAMES[op], matrix); + renderer.concatMatrix(matrix); } break; case ClipRect: { - renderer.clipRect(getFloat(), getFloat(), getFloat(), getFloat(), - (SkRegion::Op) getInt()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + int regionOp = getInt(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %d", (char*) indent, OP_NAMES[op], + f1, f2, f3, f4, regionOp); + renderer.clipRect(f1, f2, f3, f4, (SkRegion::Op) regionOp); } break; case DrawDisplayList: { - renderer.drawDisplayList(getDisplayList(), level + 1); + DisplayList* displayList = getDisplayList(); + DISPLAY_LIST_LOGD("%s%s %p, %d", (char*) indent, OP_NAMES[op], + displayList, level + 1); + needsInvalidate |= renderer.drawDisplayList(displayList, level + 1); } break; case DrawLayer: { - renderer.drawLayer((Layer*) getInt(), getFloat(), getFloat(), getPaint()); + Layer* layer = (Layer*) getInt(); + float x = getFloat(); + float y = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %p, %.2f, %.2f, %p", (char*) indent, OP_NAMES[op], + layer, x, y, paint); + renderer.drawLayer(layer, x, y, paint); } break; case DrawBitmap: { - renderer.drawBitmap(getBitmap(), getFloat(), getFloat(), getPaint()); + SkBitmap* bitmap = getBitmap(); + float x = getFloat(); + float y = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %p, %.2f, %.2f, %p", (char*) indent, OP_NAMES[op], + bitmap, x, y, paint); + renderer.drawBitmap(bitmap, x, y, paint); } break; case DrawBitmapMatrix: { - renderer.drawBitmap(getBitmap(), getMatrix(), getPaint()); + SkBitmap* bitmap = getBitmap(); + SkMatrix* matrix = getMatrix(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %p, %p, %p", (char*) indent, OP_NAMES[op], + bitmap, matrix, paint); + renderer.drawBitmap(bitmap, matrix, paint); } break; case DrawBitmapRect: { - renderer.drawBitmap(getBitmap(), getFloat(), getFloat(), getFloat(), getFloat(), - getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); + SkBitmap* bitmap = getBitmap(); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + float f5 = getFloat(); + float f6 = getFloat(); + float f7 = getFloat(); + float f8 = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %p, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %p", + (char*) indent, OP_NAMES[op], bitmap, f1, f2, f3, f4, f5, f6, f7, f8, paint); + renderer.drawBitmap(bitmap, f1, f2, f3, f4, f5, f6, f7, f8, paint); } break; case DrawBitmapMesh: { @@ -323,6 +403,7 @@ void DisplayList::replay(OpenGLRenderer& renderer, uint32_t level) { bool hasColors = getInt(); int* colors = hasColors ? getInts(colorsCount) : NULL; + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.drawBitmapMesh(bitmap, meshWidth, meshHeight, vertices, colors, getPaint()); } break; @@ -340,80 +421,148 @@ void DisplayList::replay(OpenGLRenderer& renderer, uint32_t level) { yDivs = getInts(yDivsCount); colors = getUInts(numColors); + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.drawPatch(bitmap, xDivs, yDivs, colors, xDivsCount, yDivsCount, numColors, getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); } break; case DrawColor: { - renderer.drawColor(getInt(), (SkXfermode::Mode) getInt()); + int color = getInt(); + int xferMode = getInt(); + DISPLAY_LIST_LOGD("%s%s 0x%x %d", (char*) indent, OP_NAMES[op], color, xferMode); + renderer.drawColor(color, (SkXfermode::Mode) xferMode); } break; case DrawRect: { - renderer.drawRect(getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %p", (char*) indent, OP_NAMES[op], + f1, f2, f3, f4, paint); + renderer.drawRect(f1, f2, f3, f4, paint); } break; case DrawRoundRect: { - renderer.drawRoundRect(getFloat(), getFloat(), getFloat(), getFloat(), - getFloat(), getFloat(), getPaint()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + float f5 = getFloat(); + float f6 = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %p", + (char*) indent, OP_NAMES[op], f1, f2, f3, f4, f5, f6, paint); + renderer.drawRoundRect(f1, f2, f3, f4, f5, f6, paint); } break; case DrawCircle: { - renderer.drawCircle(getFloat(), getFloat(), getFloat(), getPaint()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %p", + (char*) indent, OP_NAMES[op], f1, f2, f3, paint); + renderer.drawCircle(f1, f2, f3, paint); } break; case DrawOval: { - renderer.drawOval(getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %p", + (char*) indent, OP_NAMES[op], f1, f2, f3, f4, paint); + renderer.drawOval(f1, f2, f3, f4, paint); } break; case DrawArc: { - renderer.drawArc(getFloat(), getFloat(), getFloat(), getFloat(), - getFloat(), getFloat(), getInt() == 1, getPaint()); + float f1 = getFloat(); + float f2 = getFloat(); + float f3 = getFloat(); + float f4 = getFloat(); + float f5 = getFloat(); + float f6 = getFloat(); + int i1 = getInt(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, %.2f, %.2f, %.2f, %d, %p", + (char*) indent, OP_NAMES[op], f1, f2, f3, f4, f5, f6, i1, paint); + renderer.drawArc(f1, f2, f3, f4, f5, f6, i1 == 1, paint); } break; case DrawPath: { - renderer.drawPath(getPath(), getPaint()); + SkPath* path = getPath(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %p, %p", (char*) indent, OP_NAMES[op], path, paint); + renderer.drawPath(path, paint); } break; case DrawLines: { int count = 0; float* points = getFloats(count); + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.drawLines(points, count, getPaint()); } break; case DrawText: { getText(&text); - renderer.drawText(text.text(), text.length(), getInt(), - getFloat(), getFloat(), getPaint()); + int count = getInt(); + float x = getFloat(); + float y = getFloat(); + SkPaint* paint = getPaint(); + DISPLAY_LIST_LOGD("%s%s %s, %d, %d, %.2f, %.2f, %p", (char*) indent, OP_NAMES[op], + text.text(), text.length(), count, x, y, paint); + renderer.drawText(text.text(), text.length(), count, x, y, paint); } break; case ResetShader: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.resetShader(); } break; case SetupShader: { - renderer.setupShader(getShader()); + SkiaShader* shader = getShader(); + DISPLAY_LIST_LOGD("%s%s %p", (char*) indent, OP_NAMES[op], shader); + renderer.setupShader(shader); } break; case ResetColorFilter: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.resetColorFilter(); } break; case SetupColorFilter: { - renderer.setupColorFilter(getColorFilter()); + SkiaColorFilter *colorFilter = getColorFilter(); + DISPLAY_LIST_LOGD("%s%s %p", (char*) indent, OP_NAMES[op], colorFilter); + renderer.setupColorFilter(colorFilter); } break; case ResetShadow: { + DISPLAY_LIST_LOGD("%s%s", (char*) indent, OP_NAMES[op]); renderer.resetShadow(); } break; case SetupShadow: { - renderer.setupShadow(getFloat(), getFloat(), getFloat(), getInt()); - } - break; + float radius = getFloat(); + float dx = getFloat(); + float dy = getFloat(); + int color = getInt(); + DISPLAY_LIST_LOGD("%s%s %.2f, %.2f, %.2f, 0x%x", (char*) indent, OP_NAMES[op], + radius, dx, dy, color); + renderer.setupShadow(radius, dx, dy, color); + } + break; + default: + DISPLAY_LIST_LOGD("Display List error: op not handled: %s%s", + (char*) indent, OP_NAMES[op]); + break; } } - DISPLAY_LIST_LOGD("%sDone", (char*) indent + 2); + DISPLAY_LIST_LOGD("%sDone, returning %d", (char*) indent + 2, needsInvalidate); + return needsInvalidate; } /////////////////////////////////////////////////////////////////////////////// @@ -493,12 +642,26 @@ void DisplayListRenderer::finish() { OpenGLRenderer::finish(); } +void DisplayListRenderer::interrupt() { + +} +void DisplayListRenderer::resume() { + +} void DisplayListRenderer::acquireContext() { + // TODO: probably noop instead of calling super addOp(DisplayList::AcquireContext); OpenGLRenderer::acquireContext(); } +bool DisplayListRenderer::callDrawGLFunction(Functor *functor) { + addOp(DisplayList::DrawGLFunction); + addInt((int) functor); + return false; // No invalidate needed at record-time +} + void DisplayListRenderer::releaseContext() { + // TODO: probably noop instead of calling super addOp(DisplayList::ReleaseContext); OpenGLRenderer::releaseContext(); } @@ -581,9 +744,10 @@ bool DisplayListRenderer::clipRect(float left, float top, float right, float bot return OpenGLRenderer::clipRect(left, top, right, bottom, op); } -void DisplayListRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { +bool DisplayListRenderer::drawDisplayList(DisplayList* displayList, uint32_t level) { addOp(DisplayList::DrawDisplayList); addDisplayList(displayList); + return false; } void DisplayListRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { |
