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authorJohn Reck <jreck@google.com>2014-03-18 09:22:59 -0700
committerJohn Reck <jreck@google.com>2014-03-19 16:40:04 -0700
commit113e0824d6bddf4376240681f9cf6a2deded9498 (patch)
tree2f69dbe16fef8fa7ccae1d1fe2ee68e1c162d062 /libs/hwui/RenderNode.cpp
parentdb62c232b953fd882a8f55daf736ae4098e8f278 (diff)
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Move RenderNode to own file
Change-Id: I9380d161fd3ddd7b569c262dd8e7aa0c96151b1e
Diffstat (limited to 'libs/hwui/RenderNode.cpp')
-rw-r--r--libs/hwui/RenderNode.cpp571
1 files changed, 571 insertions, 0 deletions
diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
new file mode 100644
index 0000000..e371590
--- /dev/null
+++ b/libs/hwui/RenderNode.cpp
@@ -0,0 +1,571 @@
+/*
+ * Copyright (C) 2014 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_VIEW
+
+#include "RenderNode.h"
+
+#include <SkCanvas.h>
+#include <algorithm>
+
+#include <utils/Trace.h>
+
+#include "Debug.h"
+#include "DisplayListOp.h"
+#include "DisplayListLogBuffer.h"
+
+namespace android {
+namespace uirenderer {
+
+void RenderNode::outputLogBuffer(int fd) {
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ if (logBuffer.isEmpty()) {
+ return;
+ }
+
+ FILE *file = fdopen(fd, "a");
+
+ fprintf(file, "\nRecent DisplayList operations\n");
+ logBuffer.outputCommands(file);
+
+ String8 cachesLog;
+ Caches::getInstance().dumpMemoryUsage(cachesLog);
+ fprintf(file, "\nCaches:\n%s", cachesLog.string());
+ fprintf(file, "\n");
+
+ fflush(file);
+}
+
+RenderNode::RenderNode() : mDestroyed(false), mDisplayListData(0) {
+}
+
+RenderNode::~RenderNode() {
+ LOG_ALWAYS_FATAL_IF(mDestroyed, "Double destroyed DisplayList %p", this);
+
+ mDestroyed = true;
+ delete mDisplayListData;
+}
+
+void RenderNode::destroyDisplayListDeferred(RenderNode* displayList) {
+ if (displayList) {
+ DISPLAY_LIST_LOGD("Deferring display list destruction");
+ Caches::getInstance().deleteDisplayListDeferred(displayList);
+ }
+}
+
+void RenderNode::setData(DisplayListData* data) {
+ delete mDisplayListData;
+ mDisplayListData = data;
+ if (mDisplayListData) {
+ Caches::getInstance().registerFunctors(mDisplayListData->functorCount);
+ }
+}
+
+/**
+ * This function is a simplified version of replay(), where we simply retrieve and log the
+ * display list. This function should remain in sync with the replay() function.
+ */
+void RenderNode::output(uint32_t level) {
+ ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
+ mName.string(), isRenderable());
+ ALOGD("%*s%s %d", level * 2, "", "Save",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+
+ outputViewProperties(level);
+ int flags = DisplayListOp::kOpLogFlag_Recurse;
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ mDisplayListData->displayListOps[i]->output(level, flags);
+ }
+
+ ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, mName.string());
+}
+
+void RenderNode::outputViewProperties(const int level) {
+ properties().updateMatrix();
+ if (properties().mLeft != 0 || properties().mTop != 0) {
+ ALOGD("%*sTranslate (left, top) %d, %d", level * 2, "", properties().mLeft, properties().mTop);
+ }
+ if (properties().mStaticMatrix) {
+ ALOGD("%*sConcatMatrix (static) %p: " SK_MATRIX_STRING,
+ level * 2, "", properties().mStaticMatrix, SK_MATRIX_ARGS(properties().mStaticMatrix));
+ }
+ if (properties().mAnimationMatrix) {
+ ALOGD("%*sConcatMatrix (animation) %p: " SK_MATRIX_STRING,
+ level * 2, "", properties().mAnimationMatrix, SK_MATRIX_ARGS(properties().mAnimationMatrix));
+ }
+ if (properties().mMatrixFlags != 0) {
+ if (properties().mMatrixFlags == TRANSLATION) {
+ ALOGD("%*sTranslate %.2f, %.2f, %.2f",
+ level * 2, "", properties().mTranslationX, properties().mTranslationY, properties().mTranslationZ);
+ } else {
+ ALOGD("%*sConcatMatrix %p: " MATRIX_4_STRING,
+ level * 2, "", properties().mTransformMatrix, MATRIX_4_ARGS(properties().mTransformMatrix));
+ }
+ }
+
+ bool clipToBoundsNeeded = properties().mCaching ? false : properties().mClipToBounds;
+ if (properties().mAlpha < 1) {
+ if (properties().mCaching) {
+ ALOGD("%*sSetOverrideLayerAlpha %.2f", level * 2, "", properties().mAlpha);
+ } else if (!properties().mHasOverlappingRendering) {
+ ALOGD("%*sScaleAlpha %.2f", level * 2, "", properties().mAlpha);
+ } else {
+ int flags = SkCanvas::kHasAlphaLayer_SaveFlag;
+ if (clipToBoundsNeeded) {
+ flags |= SkCanvas::kClipToLayer_SaveFlag;
+ clipToBoundsNeeded = false; // clipping done by save layer
+ }
+ ALOGD("%*sSaveLayerAlpha %.2f, %.2f, %.2f, %.2f, %d, 0x%x", level * 2, "",
+ (float) 0, (float) 0, (float) properties().mRight - properties().mLeft, (float) properties().mBottom - properties().mTop,
+ (int)(properties().mAlpha * 255), flags);
+ }
+ }
+ if (clipToBoundsNeeded) {
+ ALOGD("%*sClipRect %.2f, %.2f, %.2f, %.2f", level * 2, "", 0.0f, 0.0f,
+ (float) properties().mRight - properties().mLeft, (float) properties().mBottom - properties().mTop);
+ }
+}
+
+/*
+ * For property operations, we pass a savecount of 0, since the operations aren't part of the
+ * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
+ * base saveCount (i.e., how RestoreToCount uses saveCount + properties().mCount)
+ */
+#define PROPERTY_SAVECOUNT 0
+
+template <class T>
+void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler,
+ const int level) {
+#if DEBUG_DISPLAY_LIST
+ outputViewProperties(level);
+#endif
+ properties().updateMatrix();
+ if (properties().mLeft != 0 || properties().mTop != 0) {
+ renderer.translate(properties().mLeft, properties().mTop);
+ }
+ if (properties().mStaticMatrix) {
+ renderer.concatMatrix(properties().mStaticMatrix);
+ } else if (properties().mAnimationMatrix) {
+ renderer.concatMatrix(properties().mAnimationMatrix);
+ }
+ if (properties().mMatrixFlags != 0) {
+ if (properties().mMatrixFlags == TRANSLATION) {
+ renderer.translate(properties().mTranslationX, properties().mTranslationY);
+ } else {
+ renderer.concatMatrix(*properties().mTransformMatrix);
+ }
+ }
+ bool clipToBoundsNeeded = properties().mCaching ? false : properties().mClipToBounds;
+ if (properties().mAlpha < 1) {
+ if (properties().mCaching) {
+ renderer.setOverrideLayerAlpha(properties().mAlpha);
+ } else if (!properties().mHasOverlappingRendering) {
+ renderer.scaleAlpha(properties().mAlpha);
+ } else {
+ // TODO: should be able to store the size of a DL at record time and not
+ // have to pass it into this call. In fact, this information might be in the
+ // location/size info that we store with the new native transform data.
+ int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
+ if (clipToBoundsNeeded) {
+ saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
+ clipToBoundsNeeded = false; // clipping done by saveLayer
+ }
+
+ SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
+ 0, 0, properties().mRight - properties().mLeft, properties().mBottom - properties().mTop, properties().mAlpha * 255, saveFlags);
+ handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+ }
+ }
+ if (clipToBoundsNeeded) {
+ ClipRectOp* op = new (handler.allocator()) ClipRectOp(0, 0,
+ properties().mRight - properties().mLeft, properties().mBottom - properties().mTop, SkRegion::kIntersect_Op);
+ handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+ }
+ if (CC_UNLIKELY(properties().mClipToOutline && !properties().mOutline.isEmpty())) {
+ ClipPathOp* op = new (handler.allocator()) ClipPathOp(&properties().mOutline, SkRegion::kIntersect_Op);
+ handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+ }
+}
+
+/**
+ * Apply property-based transformations to input matrix
+ *
+ * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
+ * matrix computation instead of the Skia 3x3 matrix + camera hackery.
+ */
+void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) {
+ if (properties().mLeft != 0 || properties().mTop != 0) {
+ matrix.translate(properties().mLeft, properties().mTop);
+ }
+ if (properties().mStaticMatrix) {
+ mat4 stat(*properties().mStaticMatrix);
+ matrix.multiply(stat);
+ } else if (properties().mAnimationMatrix) {
+ mat4 anim(*properties().mAnimationMatrix);
+ matrix.multiply(anim);
+ }
+ if (properties().mMatrixFlags != 0) {
+ properties().updateMatrix();
+ if (properties().mMatrixFlags == TRANSLATION) {
+ matrix.translate(properties().mTranslationX, properties().mTranslationY,
+ true3dTransform ? properties().mTranslationZ : 0.0f);
+ } else {
+ if (!true3dTransform) {
+ matrix.multiply(*properties().mTransformMatrix);
+ } else {
+ mat4 true3dMat;
+ true3dMat.loadTranslate(
+ properties().mPivotX + properties().mTranslationX,
+ properties().mPivotY + properties().mTranslationY,
+ properties().mTranslationZ);
+ true3dMat.rotate(properties().mRotationX, 1, 0, 0);
+ true3dMat.rotate(properties().mRotationY, 0, 1, 0);
+ true3dMat.rotate(properties().mRotation, 0, 0, 1);
+ true3dMat.scale(properties().mScaleX, properties().mScaleY, 1);
+ true3dMat.translate(-properties().mPivotX, -properties().mPivotY);
+
+ matrix.multiply(true3dMat);
+ }
+ }
+ }
+}
+
+/**
+ * Organizes the DisplayList hierarchy to prepare for background projection reordering.
+ *
+ * This should be called before a call to defer() or drawDisplayList()
+ *
+ * Each DisplayList that serves as a 3d root builds its list of composited children,
+ * which are flagged to not draw in the standard draw loop.
+ */
+void RenderNode::computeOrdering() {
+ ATRACE_CALL();
+ mProjectedNodes.clear();
+
+ // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
+ // transform properties are applied correctly to top level children
+ if (mDisplayListData == NULL) return;
+ for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children[i];
+ childOp->mDisplayList->computeOrderingImpl(childOp,
+ &mProjectedNodes, &mat4::identity());
+ }
+}
+
+void RenderNode::computeOrderingImpl(
+ DrawDisplayListOp* opState,
+ Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
+ const mat4* transformFromProjectionSurface) {
+ mProjectedNodes.clear();
+ if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
+
+ // TODO: should avoid this calculation in most cases
+ // TODO: just calculate single matrix, down to all leaf composited elements
+ Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
+ localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
+
+ if (properties().mProjectBackwards) {
+ // composited projectee, flag for out of order draw, save matrix, and store in proj surface
+ opState->mSkipInOrderDraw = true;
+ opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
+ compositedChildrenOfProjectionSurface->add(opState);
+ } else {
+ // standard in order draw
+ opState->mSkipInOrderDraw = false;
+ }
+
+ if (mDisplayListData->children.size() > 0) {
+ const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
+ bool haveAppliedPropertiesToProjection = false;
+ for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children[i];
+ RenderNode* child = childOp->mDisplayList;
+
+ Vector<DrawDisplayListOp*>* projectionChildren = NULL;
+ const mat4* projectionTransform = NULL;
+ if (isProjectionReceiver && !child->properties().mProjectBackwards) {
+ // if receiving projections, collect projecting descendent
+
+ // Note that if a direct descendent is projecting backwards, we pass it's
+ // grandparent projection collection, since it shouldn't project onto it's
+ // parent, where it will already be drawing.
+ projectionChildren = &mProjectedNodes;
+ projectionTransform = &mat4::identity();
+ } else {
+ if (!haveAppliedPropertiesToProjection) {
+ applyViewPropertyTransforms(localTransformFromProjectionSurface);
+ haveAppliedPropertiesToProjection = true;
+ }
+ projectionChildren = compositedChildrenOfProjectionSurface;
+ projectionTransform = &localTransformFromProjectionSurface;
+ }
+ child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
+ }
+ }
+
+}
+
+class DeferOperationHandler {
+public:
+ DeferOperationHandler(DeferStateStruct& deferStruct, int level)
+ : mDeferStruct(deferStruct), mLevel(level) {}
+ inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
+ operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
+ }
+ inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
+
+private:
+ DeferStateStruct& mDeferStruct;
+ const int mLevel;
+};
+
+void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
+ DeferOperationHandler handler(deferStruct, level);
+ iterate<DeferOperationHandler>(deferStruct.mRenderer, handler, level);
+}
+
+class ReplayOperationHandler {
+public:
+ ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
+ : mReplayStruct(replayStruct), mLevel(level) {}
+ inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
+#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
+ properties().mReplayStruct.mRenderer.eventMark(operation->name());
+#endif
+ operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
+ }
+ inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
+
+private:
+ ReplayStateStruct& mReplayStruct;
+ const int mLevel;
+};
+
+void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
+ ReplayOperationHandler handler(replayStruct, level);
+
+ replayStruct.mRenderer.startMark(mName.string());
+ iterate<ReplayOperationHandler>(replayStruct.mRenderer, handler, level);
+ replayStruct.mRenderer.endMark();
+
+ DISPLAY_LIST_LOGD("%*sDone (%p, %s), returning %d", level * 2, "", this, mName.string(),
+ replayStruct.mDrawGlStatus);
+}
+
+void RenderNode::buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes) {
+ if (mDisplayListData == NULL || mDisplayListData->children.size() == 0) return;
+
+ for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children[i];
+ RenderNode* child = childOp->mDisplayList;
+ float childZ = child->properties().mTranslationZ;
+
+ if (childZ != 0.0f) {
+ zTranslatedNodes.add(ZDrawDisplayListOpPair(childZ, childOp));
+ childOp->mSkipInOrderDraw = true;
+ } else if (!child->properties().mProjectBackwards) {
+ // regular, in order drawing DisplayList
+ childOp->mSkipInOrderDraw = false;
+ }
+ }
+
+ // Z sort 3d children (stable-ness makes z compare fall back to standard drawing order)
+ std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
+}
+
+#define SHADOW_DELTA 0.1f
+
+template <class T>
+void RenderNode::iterate3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
+ ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler) {
+ const int size = zTranslatedNodes.size();
+ if (size == 0
+ || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
+ || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
+ // no 3d children to draw
+ return;
+ }
+
+ int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+ LinearAllocator& alloc = handler.allocator();
+ ClipRectOp* clipOp = new (alloc) ClipRectOp(0, 0, properties().mWidth, properties().mHeight,
+ SkRegion::kIntersect_Op); // clip to 3d root bounds
+ handler(clipOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+
+ /**
+ * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
+ * with very similar Z heights to draw together.
+ *
+ * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
+ * underneath both, and neither's shadow is drawn on top of the other.
+ */
+ const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
+ size_t drawIndex, shadowIndex, endIndex;
+ if (mode == kNegativeZChildren) {
+ drawIndex = 0;
+ endIndex = nonNegativeIndex;
+ shadowIndex = endIndex; // draw no shadows
+ } else {
+ drawIndex = nonNegativeIndex;
+ endIndex = size;
+ shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
+ }
+ float lastCasterZ = 0.0f;
+ while (shadowIndex < endIndex || drawIndex < endIndex) {
+ if (shadowIndex < endIndex) {
+ DrawDisplayListOp* casterOp = zTranslatedNodes[shadowIndex].value;
+ RenderNode* caster = casterOp->mDisplayList;
+ const float casterZ = zTranslatedNodes[shadowIndex].key;
+ // attempt to render the shadow if the caster about to be drawn is its caster,
+ // OR if its caster's Z value is similar to the previous potential caster
+ if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
+
+ if (caster->properties().mAlpha > 0.0f) {
+ mat4 shadowMatrixXY(casterOp->mTransformFromParent);
+ caster->applyViewPropertyTransforms(shadowMatrixXY);
+
+ // Z matrix needs actual 3d transformation, so mapped z values will be correct
+ mat4 shadowMatrixZ(casterOp->mTransformFromParent);
+ caster->applyViewPropertyTransforms(shadowMatrixZ, true);
+
+ DisplayListOp* shadowOp = new (alloc) DrawShadowOp(
+ shadowMatrixXY, shadowMatrixZ,
+ caster->properties().mAlpha, &(caster->properties().mOutline),
+ caster->properties().mWidth, caster->properties().mHeight);
+ handler(shadowOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+ }
+
+ lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
+ shadowIndex++;
+ continue;
+ }
+ }
+
+ // only the actual child DL draw needs to be in save/restore,
+ // since it modifies the renderer's matrix
+ int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
+
+ DrawDisplayListOp* childOp = zTranslatedNodes[drawIndex].value;
+ RenderNode* child = childOp->mDisplayList;
+
+ renderer.concatMatrix(childOp->mTransformFromParent);
+ childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(childOp, renderer.getSaveCount() - 1, properties().mClipToBounds);
+ childOp->mSkipInOrderDraw = true;
+
+ renderer.restoreToCount(restoreTo);
+ drawIndex++;
+ }
+ handler(new (alloc) RestoreToCountOp(rootRestoreTo), PROPERTY_SAVECOUNT, properties().mClipToBounds);
+}
+
+template <class T>
+void RenderNode::iterateProjectedChildren(OpenGLRenderer& renderer, T& handler, const int level) {
+ int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+ LinearAllocator& alloc = handler.allocator();
+ ClipRectOp* clipOp = new (alloc) ClipRectOp(0, 0, properties().mWidth, properties().mHeight,
+ SkRegion::kReplace_Op); // clip to projection surface root bounds
+ handler(clipOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
+
+ for (size_t i = 0; i < mProjectedNodes.size(); i++) {
+ DrawDisplayListOp* childOp = mProjectedNodes[i];
+
+ // matrix save, concat, and restore can be done safely without allocating operations
+ int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
+ renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
+ childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(childOp, renderer.getSaveCount() - 1, properties().mClipToBounds);
+ childOp->mSkipInOrderDraw = true;
+ renderer.restoreToCount(restoreTo);
+ }
+ handler(new (alloc) RestoreToCountOp(rootRestoreTo), PROPERTY_SAVECOUNT, properties().mClipToBounds);
+}
+
+/**
+ * This function serves both defer and replay modes, and will organize the displayList's component
+ * operations for a single frame:
+ *
+ * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
+ * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
+ * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
+ * defer vs replay logic, per operation
+ */
+template <class T>
+void RenderNode::iterate(OpenGLRenderer& renderer, T& handler, const int level) {
+ if (CC_UNLIKELY(mDestroyed)) { // temporary debug logging
+ ALOGW("Error: %s is drawing after destruction", mName.string());
+ CRASH();
+ }
+ if (mDisplayListData->isEmpty() || properties().mAlpha <= 0) {
+ DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, mName.string());
+ return;
+ }
+
+#if DEBUG_DISPLAY_LIST
+ Rect* clipRect = renderer.getClipRect();
+ DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), clipRect: %.0f, %.0f, %.0f, %.0f",
+ level * 2, "", this, mName.string(), clipRect->left, clipRect->top,
+ clipRect->right, clipRect->bottom);
+#endif
+
+ LinearAllocator& alloc = handler.allocator();
+ int restoreTo = renderer.getSaveCount();
+ handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().mClipToBounds);
+
+ DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
+
+ setViewProperties<T>(renderer, handler, level + 1);
+
+ bool quickRejected = properties().mClipToBounds && renderer.quickRejectConservative(0, 0, properties().mWidth, properties().mHeight);
+ if (!quickRejected) {
+ Vector<ZDrawDisplayListOpPair> zTranslatedNodes;
+ buildZSortedChildList(zTranslatedNodes);
+
+ // for 3d root, draw children with negative z values
+ iterate3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
+
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ const int saveCountOffset = renderer.getSaveCount() - 1;
+ const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ DisplayListOp *op = mDisplayListData->displayListOps[i];
+
+#if DEBUG_DISPLAY_LIST
+ op->output(level + 1);
+#endif
+
+ logBuffer.writeCommand(level, op->name());
+ handler(op, saveCountOffset, properties().mClipToBounds);
+
+ if (CC_UNLIKELY(i == projectionReceiveIndex && mProjectedNodes.size() > 0)) {
+ iterateProjectedChildren(renderer, handler, level);
+ }
+ }
+
+ // for 3d root, draw children with positive z values
+ iterate3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
+ }
+
+ DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, properties().mClipToBounds);
+ renderer.setOverrideLayerAlpha(1.0f);
+}
+
+} /* namespace uirenderer */
+} /* namespace android */