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diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
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+/*
+ * 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
+#define LOG_TAG "OpenGLRenderer"
+
+#include "RenderNode.h"
+
+#include <algorithm>
+#include <string>
+
+#include <SkCanvas.h>
+#include <algorithm>
+
+#include <utils/Trace.h>
+
+#include "DamageAccumulator.h"
+#include "Debug.h"
+#include "DisplayListOp.h"
+#include "DisplayListLogBuffer.h"
+#include "LayerRenderer.h"
+#include "OpenGLRenderer.h"
+#include "utils/MathUtils.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()
+ : mDirtyPropertyFields(0)
+ , mNeedsDisplayListDataSync(false)
+ , mDisplayListData(0)
+ , mStagingDisplayListData(0)
+ , mAnimatorManager(*this)
+ , mLayer(0)
+ , mParentCount(0) {
+}
+
+RenderNode::~RenderNode() {
+ deleteDisplayListData();
+ delete mStagingDisplayListData;
+ LayerRenderer::destroyLayerDeferred(mLayer);
+}
+
+void RenderNode::setStagingDisplayList(DisplayListData* data) {
+ mNeedsDisplayListDataSync = true;
+ delete mStagingDisplayListData;
+ mStagingDisplayListData = data;
+ if (mStagingDisplayListData) {
+ Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
+ }
+}
+
+/**
+ * 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,
+ getName(), isRenderable());
+ ALOGD("%*s%s %d", level * 2, "", "Save",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+
+ properties().debugOutputProperties(level);
+ int flags = DisplayListOp::kOpLogFlag_Recurse;
+ if (mDisplayListData) {
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ mDisplayListData->displayListOps[i]->output(level, flags);
+ }
+ }
+
+ ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
+}
+
+int RenderNode::getDebugSize() {
+ int size = sizeof(RenderNode);
+ if (mStagingDisplayListData) {
+ size += mStagingDisplayListData->allocator.usedSize();
+ }
+ if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
+ size += mDisplayListData->allocator.usedSize();
+ }
+ return size;
+}
+
+void RenderNode::prepareTree(TreeInfo& info) {
+ ATRACE_CALL();
+ LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
+
+ prepareTreeImpl(info);
+}
+
+void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
+ mAnimatorManager.addAnimator(animator);
+}
+
+void RenderNode::damageSelf(TreeInfo& info) {
+ if (isRenderable()) {
+ if (properties().getClipDamageToBounds()) {
+ info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
+ } else {
+ // Hope this is big enough?
+ // TODO: Get this from the display list ops or something
+ info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
+ }
+ }
+}
+
+void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
+ LayerType layerType = properties().layerProperties().type();
+ if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
+ // Damage applied so far needs to affect our parent, but does not require
+ // the layer to be updated. So we pop/push here to clear out the current
+ // damage and get a clean state for display list or children updates to
+ // affect, which will require the layer to be updated
+ info.damageAccumulator->popTransform();
+ info.damageAccumulator->pushTransform(this);
+ if (dirtyMask & DISPLAY_LIST) {
+ damageSelf(info);
+ }
+ }
+}
+
+void RenderNode::pushLayerUpdate(TreeInfo& info) {
+ LayerType layerType = properties().layerProperties().type();
+ // If we are not a layer OR we cannot be rendered (eg, view was detached)
+ // we need to destroy any Layers we may have had previously
+ if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
+ if (CC_UNLIKELY(mLayer)) {
+ LayerRenderer::destroyLayer(mLayer);
+ mLayer = NULL;
+ }
+ return;
+ }
+
+ bool transformUpdateNeeded = false;
+ if (!mLayer) {
+ mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
+ applyLayerPropertiesToLayer(info);
+ damageSelf(info);
+ transformUpdateNeeded = true;
+ } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
+ if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
+ LayerRenderer::destroyLayer(mLayer);
+ mLayer = 0;
+ }
+ damageSelf(info);
+ transformUpdateNeeded = true;
+ }
+
+ if (transformUpdateNeeded) {
+ // update the transform in window of the layer to reset its origin wrt light source position
+ Matrix4 windowTransform;
+ info.damageAccumulator->computeCurrentTransform(&windowTransform);
+ mLayer->setWindowTransform(windowTransform);
+ }
+
+ SkRect dirty;
+ info.damageAccumulator->peekAtDirty(&dirty);
+
+ if (!mLayer) {
+ if (info.errorHandler) {
+ std::string msg = "Unable to create layer for ";
+ msg += getName();
+ info.errorHandler->onError(msg);
+ }
+ return;
+ }
+
+
+ if (dirty.intersect(0, 0, getWidth(), getHeight())) {
+ dirty.roundOut();
+ mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
+ }
+ // This is not inside the above if because we may have called
+ // updateDeferred on a previous prepare pass that didn't have a renderer
+ if (info.renderer && mLayer->deferredUpdateScheduled) {
+ info.renderer->pushLayerUpdate(mLayer);
+ }
+}
+
+void RenderNode::prepareTreeImpl(TreeInfo& info) {
+ info.damageAccumulator->pushTransform(this);
+
+ if (info.mode == TreeInfo::MODE_FULL) {
+ pushStagingPropertiesChanges(info);
+ }
+ uint32_t animatorDirtyMask = mAnimatorManager.animate(info);
+ prepareLayer(info, animatorDirtyMask);
+ if (info.mode == TreeInfo::MODE_FULL) {
+ pushStagingDisplayListChanges(info);
+ }
+ prepareSubTree(info, mDisplayListData);
+ pushLayerUpdate(info);
+
+ info.damageAccumulator->popTransform();
+}
+
+void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
+ // Push the animators first so that setupStartValueIfNecessary() is called
+ // before properties() is trampled by stagingProperties(), as they are
+ // required by some animators.
+ mAnimatorManager.pushStaging(info);
+ if (mDirtyPropertyFields) {
+ mDirtyPropertyFields = 0;
+ damageSelf(info);
+ info.damageAccumulator->popTransform();
+ mProperties = mStagingProperties;
+ applyLayerPropertiesToLayer(info);
+ // We could try to be clever and only re-damage if the matrix changed.
+ // However, we don't need to worry about that. The cost of over-damaging
+ // here is only going to be a single additional map rect of this node
+ // plus a rect join(). The parent's transform (and up) will only be
+ // performed once.
+ info.damageAccumulator->pushTransform(this);
+ damageSelf(info);
+ }
+}
+
+void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
+ if (CC_LIKELY(!mLayer)) return;
+
+ const LayerProperties& props = properties().layerProperties();
+ mLayer->setAlpha(props.alpha(), props.xferMode());
+ mLayer->setColorFilter(props.colorFilter());
+ mLayer->setBlend(props.needsBlending());
+}
+
+void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
+ if (mNeedsDisplayListDataSync) {
+ mNeedsDisplayListDataSync = false;
+ // Make sure we inc first so that we don't fluctuate between 0 and 1,
+ // which would thrash the layer cache
+ if (mStagingDisplayListData) {
+ for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
+ mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
+ }
+ }
+ deleteDisplayListData();
+ mDisplayListData = mStagingDisplayListData;
+ mStagingDisplayListData = NULL;
+ if (mDisplayListData) {
+ for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
+ (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, NULL);
+ }
+ }
+ damageSelf(info);
+ }
+}
+
+void RenderNode::deleteDisplayListData() {
+ if (mDisplayListData) {
+ for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
+ mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
+ }
+ }
+ delete mDisplayListData;
+ mDisplayListData = NULL;
+}
+
+void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
+ if (subtree) {
+ TextureCache& cache = Caches::getInstance().textureCache;
+ info.out.hasFunctors |= subtree->functors.size();
+ // TODO: Fix ownedBitmapResources to not require disabling prepareTextures
+ // and thus falling out of async drawing path.
+ if (subtree->ownedBitmapResources.size()) {
+ info.prepareTextures = false;
+ }
+ for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
+ info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
+ }
+ for (size_t i = 0; i < subtree->children().size(); i++) {
+ DrawRenderNodeOp* op = subtree->children()[i];
+ RenderNode* childNode = op->mRenderNode;
+ info.damageAccumulator->pushTransform(&op->mTransformFromParent);
+ childNode->prepareTreeImpl(info);
+ info.damageAccumulator->popTransform();
+ }
+ }
+}
+
+void RenderNode::destroyHardwareResources() {
+ if (mLayer) {
+ LayerRenderer::destroyLayer(mLayer);
+ mLayer = NULL;
+ }
+ if (mDisplayListData) {
+ for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
+ mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
+ }
+ if (mNeedsDisplayListDataSync) {
+ // Next prepare tree we are going to push a new display list, so we can
+ // drop our current one now
+ deleteDisplayListData();
+ }
+ }
+}
+
+void RenderNode::decParentRefCount() {
+ LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
+ mParentCount--;
+ if (!mParentCount) {
+ // If a child of ours is being attached to our parent then this will incorrectly
+ // destroy its hardware resources. However, this situation is highly unlikely
+ // and the failure is "just" that the layer is re-created, so this should
+ // be safe enough
+ destroyHardwareResources();
+ }
+}
+
+/*
+ * 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().getCount())
+ */
+#define PROPERTY_SAVECOUNT 0
+
+template <class T>
+void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
+#if DEBUG_DISPLAY_LIST
+ properties().debugOutputProperties(handler.level() + 1);
+#endif
+ if (properties().getLeft() != 0 || properties().getTop() != 0) {
+ renderer.translate(properties().getLeft(), properties().getTop());
+ }
+ if (properties().getStaticMatrix()) {
+ renderer.concatMatrix(*properties().getStaticMatrix());
+ } else if (properties().getAnimationMatrix()) {
+ renderer.concatMatrix(*properties().getAnimationMatrix());
+ }
+ if (properties().hasTransformMatrix()) {
+ if (properties().isTransformTranslateOnly()) {
+ renderer.translate(properties().getTranslationX(), properties().getTranslationY());
+ } else {
+ renderer.concatMatrix(*properties().getTransformMatrix());
+ }
+ }
+ const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
+ int clipFlags = properties().getClippingFlags();
+ if (properties().getAlpha() < 1) {
+ if (isLayer) {
+ clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
+
+ renderer.setOverrideLayerAlpha(properties().getAlpha());
+ } else if (!properties().getHasOverlappingRendering()) {
+ renderer.scaleAlpha(properties().getAlpha());
+ } else {
+ Rect layerBounds(0, 0, getWidth(), getHeight());
+ int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
+ if (clipFlags) {
+ saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
+ properties().getClippingRectForFlags(clipFlags, &layerBounds);
+ clipFlags = 0; // all clipping done by saveLayer
+ }
+
+ SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
+ layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
+ properties().getAlpha() * 255, saveFlags);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+ }
+ if (clipFlags) {
+ Rect clipRect;
+ properties().getClippingRectForFlags(clipFlags, &clipRect);
+ ClipRectOp* op = new (handler.allocator()) ClipRectOp(
+ clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
+ SkRegion::kIntersect_Op);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+
+ // TODO: support both reveal clip and outline clip simultaneously
+ if (mProperties.getRevealClip().willClip()) {
+ Rect bounds;
+ mProperties.getRevealClip().getBounds(&bounds);
+ renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
+ } else if (mProperties.getOutline().willClip()) {
+ renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
+ }
+
+}
+
+/**
+ * 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) const {
+ if (properties().getLeft() != 0 || properties().getTop() != 0) {
+ matrix.translate(properties().getLeft(), properties().getTop());
+ }
+ if (properties().getStaticMatrix()) {
+ mat4 stat(*properties().getStaticMatrix());
+ matrix.multiply(stat);
+ } else if (properties().getAnimationMatrix()) {
+ mat4 anim(*properties().getAnimationMatrix());
+ matrix.multiply(anim);
+ }
+
+ bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
+ if (properties().hasTransformMatrix() || applyTranslationZ) {
+ if (properties().isTransformTranslateOnly()) {
+ matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
+ true3dTransform ? properties().getZ() : 0.0f);
+ } else {
+ if (!true3dTransform) {
+ matrix.multiply(*properties().getTransformMatrix());
+ } else {
+ mat4 true3dMat;
+ true3dMat.loadTranslate(
+ properties().getPivotX() + properties().getTranslationX(),
+ properties().getPivotY() + properties().getTranslationY(),
+ properties().getZ());
+ true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
+ true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
+ true3dMat.rotate(properties().getRotation(), 0, 0, 1);
+ true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
+ true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
+
+ 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++) {
+ DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
+ childOp->mRenderNode->computeOrderingImpl(childOp,
+ properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
+ }
+}
+
+void RenderNode::computeOrderingImpl(
+ DrawRenderNodeOp* opState,
+ const SkPath* outlineOfProjectionSurface,
+ Vector<DrawRenderNodeOp*>* 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().getProjectBackwards()) {
+ // 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++) {
+ DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
+ RenderNode* child = childOp->mRenderNode;
+
+ const SkPath* projectionOutline = NULL;
+ Vector<DrawRenderNodeOp*>* projectionChildren = NULL;
+ const mat4* projectionTransform = NULL;
+ if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
+ // 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.
+ projectionOutline = properties().getOutline().getPath();
+ projectionChildren = &mProjectedNodes;
+ projectionTransform = &mat4::identity();
+ } else {
+ if (!haveAppliedPropertiesToProjection) {
+ applyViewPropertyTransforms(localTransformFromProjectionSurface);
+ haveAppliedPropertiesToProjection = true;
+ }
+ projectionOutline = outlineOfProjectionSurface;
+ projectionChildren = compositedChildrenOfProjectionSurface;
+ projectionTransform = &localTransformFromProjectionSurface;
+ }
+ child->computeOrderingImpl(childOp,
+ projectionOutline, 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); }
+ inline void startMark(const char* name) {} // do nothing
+ inline void endMark() {}
+ inline int level() { return mLevel; }
+ inline int replayFlags() { return mDeferStruct.mReplayFlags; }
+ inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
+
+private:
+ DeferStateStruct& mDeferStruct;
+ const int mLevel;
+};
+
+void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
+ DeferOperationHandler handler(deferStruct, level);
+ issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
+}
+
+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
+ mReplayStruct.mRenderer.eventMark(operation->name());
+#endif
+ operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
+ }
+ inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
+ inline void startMark(const char* name) {
+ mReplayStruct.mRenderer.startMark(name);
+ }
+ inline void endMark() {
+ mReplayStruct.mRenderer.endMark();
+ }
+ inline int level() { return mLevel; }
+ inline int replayFlags() { return mReplayStruct.mReplayFlags; }
+ inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
+
+private:
+ ReplayStateStruct& mReplayStruct;
+ const int mLevel;
+};
+
+void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
+ ReplayOperationHandler handler(replayStruct, level);
+ issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
+}
+
+void RenderNode::buildZSortedChildList(Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
+ if (mDisplayListData == NULL || mDisplayListData->children().size() == 0) return;
+
+ for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
+ DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
+ RenderNode* child = childOp->mRenderNode;
+ float childZ = child->properties().getZ();
+
+ if (!MathUtils::isZero(childZ)) {
+ zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
+ childOp->mSkipInOrderDraw = true;
+ } else if (!child->properties().getProjectBackwards()) {
+ // 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());
+}
+
+template <class T>
+void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
+ if (properties().getAlpha() <= 0.0f
+ || properties().getOutline().getAlpha() <= 0.0f
+ || !properties().getOutline().getPath()) {
+ // no shadow to draw
+ return;
+ }
+
+ mat4 shadowMatrixXY(transformFromParent);
+ applyViewPropertyTransforms(shadowMatrixXY);
+
+ // Z matrix needs actual 3d transformation, so mapped z values will be correct
+ mat4 shadowMatrixZ(transformFromParent);
+ applyViewPropertyTransforms(shadowMatrixZ, true);
+
+ const SkPath* casterOutlinePath = properties().getOutline().getPath();
+ const SkPath* revealClipPath = properties().getRevealClip().getPath();
+ if (revealClipPath && revealClipPath->isEmpty()) return;
+
+ float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
+
+ const SkPath* outlinePath = casterOutlinePath;
+ if (revealClipPath) {
+ // if we can't simply use the caster's path directly, create a temporary one
+ SkPath* frameAllocatedPath = handler.allocPathForFrame();
+
+ // intersect the outline with the convex reveal clip
+ Op(*casterOutlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
+ outlinePath = frameAllocatedPath;
+ }
+
+ DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
+ shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
+ handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+}
+
+template <class T>
+int RenderNode::issueOperationsOfNegZChildren(
+ const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
+ OpenGLRenderer& renderer, T& handler) {
+ if (zTranslatedNodes.isEmpty()) return -1;
+
+ // create a save around the body of the ViewGroup's draw method, so that
+ // matrix/clip methods don't affect composited children
+ int shadowSaveCount = renderer.getSaveCount();
+ handler(new (handler.allocator()) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
+ return shadowSaveCount;
+}
+
+template <class T>
+void RenderNode::issueOperationsOfPosZChildren(int shadowRestoreTo,
+ const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
+ OpenGLRenderer& renderer, T& handler) {
+ if (zTranslatedNodes.isEmpty()) return;
+
+ LOG_ALWAYS_FATAL_IF(shadowRestoreTo < 0, "invalid save to restore to");
+ handler(new (handler.allocator()) RestoreToCountOp(shadowRestoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ renderer.setOverrideLayerAlpha(1.0f);
+
+ issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
+}
+
+#define SHADOW_DELTA 0.1f
+
+template <class T>
+void RenderNode::issueOperationsOf3dChildren(const Vector<ZDrawRenderNodeOpPair>& 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;
+ }
+
+ /**
+ * 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
+ }
+
+ DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
+ endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
+
+ float lastCasterZ = 0.0f;
+ while (shadowIndex < endIndex || drawIndex < endIndex) {
+ if (shadowIndex < endIndex) {
+ DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
+ RenderNode* caster = casterOp->mRenderNode;
+ 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) {
+ caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
+
+ 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);
+
+ DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
+ RenderNode* child = childOp->mRenderNode;
+
+ renderer.concatMatrix(childOp->mTransformFromParent);
+ childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
+ childOp->mSkipInOrderDraw = true;
+
+ renderer.restoreToCount(restoreTo);
+ drawIndex++;
+ }
+}
+
+template <class T>
+void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
+ DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
+ const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
+ int restoreTo = renderer.getSaveCount();
+
+ LinearAllocator& alloc = handler.allocator();
+ handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ // Transform renderer to match background we're projecting onto
+ // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
+ const DisplayListOp* op =
+ (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
+ const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
+ const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
+ renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
+
+ // If the projection reciever has an outline, we mask each of the projected rendernodes to it
+ // Either with clipRect, or special saveLayer masking
+ if (projectionReceiverOutline != NULL) {
+ const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
+ if (projectionReceiverOutline->isRect(NULL)) {
+ // mask to the rect outline simply with clipRect
+ ClipRectOp* clipOp = new (alloc) ClipRectOp(
+ outlineBounds.left(), outlineBounds.top(),
+ outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
+ handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ } else {
+ // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
+ SaveLayerOp* op = new (alloc) SaveLayerOp(
+ outlineBounds.left(), outlineBounds.top(),
+ outlineBounds.right(), outlineBounds.bottom(),
+ 255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
+ op->setMask(projectionReceiverOutline);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ /* TODO: add optimizations here to take advantage of placement/size of projected
+ * children (which may shrink saveLayer area significantly). This is dependent on
+ * passing actual drawing/dirtying bounds of projected content down to native.
+ */
+ }
+ }
+
+ // draw projected nodes
+ for (size_t i = 0; i < mProjectedNodes.size(); i++) {
+ DrawRenderNodeOp* 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().getClipToBounds());
+ childOp->mSkipInOrderDraw = true;
+ renderer.restoreToCount(restoreTo);
+ }
+
+ if (projectionReceiverOutline != NULL) {
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+}
+
+/**
+ * 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::issueOperations(OpenGLRenderer& renderer, T& handler) {
+ const int level = handler.level();
+ if (mDisplayListData->isEmpty()) {
+ DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
+ return;
+ }
+
+ const bool drawLayer = (mLayer && (&renderer != mLayer->renderer));
+ // If we are updating the contents of mLayer, we don't want to apply any of
+ // the RenderNode's properties to this issueOperations pass. Those will all
+ // be applied when the layer is drawn, aka when this is true.
+ const bool useViewProperties = (!mLayer || drawLayer);
+ if (useViewProperties) {
+ const Outline& outline = properties().getOutline();
+ if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
+ DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
+ return;
+ }
+ }
+
+ handler.startMark(getName());
+
+#if DEBUG_DISPLAY_LIST
+ const Rect& clipRect = renderer.getLocalClipBounds();
+ DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
+ level * 2, "", this, getName(),
+ 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().getClipToBounds());
+
+ DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
+
+ if (useViewProperties) {
+ setViewProperties<T>(renderer, handler);
+ }
+
+ bool quickRejected = properties().getClipToBounds()
+ && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
+ if (!quickRejected) {
+ if (drawLayer) {
+ handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
+ renderer.getSaveCount() - 1, properties().getClipToBounds());
+ } else {
+ Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
+ buildZSortedChildList(zTranslatedNodes);
+
+ // for 3d root, draw children with negative z values
+ int shadowRestoreTo = issueOperationsOfNegZChildren(zTranslatedNodes, renderer, handler);
+
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ const int saveCountOffset = renderer.getSaveCount() - 1;
+ const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
+ const int size = static_cast<int>(mDisplayListData->displayListOps.size());
+ for (int i = 0; i < 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().getClipToBounds());
+
+ if (CC_UNLIKELY(i == projectionReceiveIndex && mProjectedNodes.size() > 0)) {
+ issueOperationsOfProjectedChildren(renderer, handler);
+ }
+ }
+
+ // for 3d root, draw children with positive z values
+ issueOperationsOfPosZChildren(shadowRestoreTo, zTranslatedNodes, renderer, handler);
+ }
+ }
+
+ DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ renderer.setOverrideLayerAlpha(1.0f);
+
+ DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
+ handler.endMark();
+}
+
+} /* namespace uirenderer */
+} /* namespace android */