/* * Copyright (C) 2010 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 LOG_TAG "OpenGLRenderer" #include "DisplayListRenderer.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define PATH_HEAP_SIZE 64 /////////////////////////////////////////////////////////////////////////////// // Helpers /////////////////////////////////////////////////////////////////////////////// PathHeap::PathHeap(): mHeap(PATH_HEAP_SIZE * sizeof(SkPath)) { } PathHeap::PathHeap(SkFlattenableReadBuffer& buffer): mHeap(PATH_HEAP_SIZE * sizeof(SkPath)) { int count = buffer.readS32(); mPaths.setCount(count); SkPath** ptr = mPaths.begin(); SkPath* p = (SkPath*) mHeap.allocThrow(count * sizeof(SkPath)); for (int i = 0; i < count; i++) { new (p) SkPath; p->unflatten(buffer); *ptr++ = p; p++; } } PathHeap::~PathHeap() { SkPath** iter = mPaths.begin(); SkPath** stop = mPaths.end(); while (iter < stop) { (*iter)->~SkPath(); iter++; } } int PathHeap::append(const SkPath& path) { SkPath* p = (SkPath*) mHeap.allocThrow(sizeof(SkPath)); new (p) SkPath(path); *mPaths.append() = p; return mPaths.count(); } void PathHeap::flatten(SkFlattenableWriteBuffer& buffer) const { int count = mPaths.count(); buffer.write32(count); SkPath** iter = mPaths.begin(); SkPath** stop = mPaths.end(); while (iter < stop) { (*iter)->flatten(buffer); iter++; } } /////////////////////////////////////////////////////////////////////////////// // Display list /////////////////////////////////////////////////////////////////////////////// DisplayList::DisplayList(const DisplayListRenderer& recorder) { const SkWriter32& writer = recorder.writeStream(); init(); if (writer.size() == 0) { return; } size_t size = writer.size(); void* buffer = sk_malloc_throw(size); writer.flatten(buffer); mReader.setMemory(buffer, size); mRCPlayback.reset(&recorder.mRCRecorder); mRCPlayback.setupBuffer(mReader); mTFPlayback.reset(&recorder.mTFRecorder); mTFPlayback.setupBuffer(mReader); Caches& caches = Caches::getInstance(); const Vector &bitmapResources = recorder.getBitmapResources(); for (size_t i = 0; i < bitmapResources.size(); i++) { SkBitmap* resource = bitmapResources.itemAt(i); mBitmapResources.add(resource); caches.resourceCache.incrementRefcount(resource); } const Vector &shaderResources = recorder.getShaderResources(); for (size_t i = 0; i < shaderResources.size(); i++) { SkiaShader* resource = shaderResources.itemAt(i); mShaderResources.add(resource); caches.resourceCache.incrementRefcount(resource); } const Vector &paints = recorder.getPaints(); for (size_t i = 0; i < paints.size(); i++) { mPaints.add(paints.itemAt(i)); } const Vector &matrices = recorder.getMatrices(); for (size_t i = 0; i < matrices.size(); i++) { mMatrices.add(matrices.itemAt(i)); } mPathHeap = recorder.mPathHeap; if (mPathHeap) { mPathHeap->safeRef(); } } DisplayList::~DisplayList() { sk_free((void*) mReader.base()); Caches& caches = Caches::getInstance(); for (size_t i = 0; i < mBitmapResources.size(); i++) { caches.resourceCache.decrementRefcount(mBitmapResources.itemAt(i)); } mBitmapResources.clear(); for (size_t i = 0; i < mShaderResources.size(); i++) { caches.resourceCache.decrementRefcount(mShaderResources.itemAt(i)); } mShaderResources.clear(); for (size_t i = 0; i < mPaints.size(); i++) { delete mPaints.itemAt(i); } mPaints.clear(); for (size_t i = 0; i < mMatrices.size(); i++) { delete mMatrices.itemAt(i); } mMatrices.clear(); if (mPathHeap) { for (int i = 0; i < mPathHeap->count(); i++) { caches.pathCache.removeDeferred(&(*mPathHeap)[i]); } mPathHeap->safeUnref(); } } void DisplayList::init() { mPathHeap = NULL; } void DisplayList::replay(OpenGLRenderer& renderer) { TextContainer text; mReader.rewind(); int saveCount = renderer.getSaveCount() - 1; while (!mReader.eof()) { int op = mReader.readInt(); switch (op) { case AcquireContext: { renderer.acquireContext(); } break; case ReleaseContext: { renderer.releaseContext(); } break; case Save: { renderer.save(getInt()); } break; case Restore: { renderer.restore(); } break; case RestoreToCount: { renderer.restoreToCount(saveCount + getInt()); } break; case SaveLayer: { renderer.saveLayer(getFloat(), getFloat(), getFloat(), getFloat(), getPaint(), getInt()); } break; case SaveLayerAlpha: { renderer.saveLayerAlpha(getFloat(), getFloat(), getFloat(), getFloat(), getInt(), getInt()); } break; case Translate: { renderer.translate(getFloat(), getFloat()); } break; case Rotate: { renderer.rotate(getFloat()); } break; case Scale: { renderer.scale(getFloat(), getFloat()); } break; case SetMatrix: { renderer.setMatrix(getMatrix()); } break; case ConcatMatrix: { renderer.concatMatrix(getMatrix()); } break; case ClipRect: { renderer.clipRect(getFloat(), getFloat(), getFloat(), getFloat(), (SkRegion::Op) getInt()); } break; case DrawDisplayList: { renderer.drawDisplayList(getDisplayList()); } break; case DrawBitmap: { renderer.drawBitmap(getBitmap(), getFloat(), getFloat(), getPaint()); } break; case DrawBitmapMatrix: { renderer.drawBitmap(getBitmap(), getMatrix(), getPaint()); } break; case DrawBitmapRect: { renderer.drawBitmap(getBitmap(), getFloat(), getFloat(), getFloat(), getFloat(), getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); } break; case DrawPatch: { int32_t* xDivs = NULL; int32_t* yDivs = NULL; uint32_t* colors = NULL; uint32_t xDivsCount = 0; uint32_t yDivsCount = 0; int8_t numColors = 0; SkBitmap* bitmap = getBitmap(); xDivs = getInts(xDivsCount); yDivs = getInts(yDivsCount); colors = getUInts(numColors); renderer.drawPatch(bitmap, xDivs, yDivs, colors, xDivsCount, yDivsCount, numColors, getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); } break; case DrawColor: { renderer.drawColor(getInt(), (SkXfermode::Mode) getInt()); } break; case DrawRect: { renderer.drawRect(getFloat(), getFloat(), getFloat(), getFloat(), getPaint()); } break; case DrawPath: { renderer.drawPath(getPath(), getPaint()); } break; case DrawLines: { int count = 0; float* points = getFloats(count); renderer.drawLines(points, count, getPaint()); } break; case DrawText: { getText(&text); renderer.drawText(text.text(), text.length(), getInt(), getFloat(), getFloat(), getPaint()); } break; case ResetShader: { renderer.resetShader(); } break; case SetupShader: { renderer.setupShader(getShader()); } break; case ResetColorFilter: { renderer.resetColorFilter(); } break; case SetupColorFilter: { renderer.setupColorFilter(getColorFilter()); } break; case ResetShadow: { renderer.resetShadow(); } break; case SetupShadow: { renderer.setupShadow(getFloat(), getFloat(), getFloat(), getInt()); } break; } } } /////////////////////////////////////////////////////////////////////////////// // Base structure /////////////////////////////////////////////////////////////////////////////// DisplayListRenderer::DisplayListRenderer(): mHeap(HEAP_BLOCK_SIZE), mWriter(MIN_WRITER_SIZE) { mPathHeap = NULL; } DisplayListRenderer::~DisplayListRenderer() { reset(); } void DisplayListRenderer::reset() { if (mPathHeap) { mPathHeap->unref(); mPathHeap = NULL; } mWriter.reset(); mHeap.reset(); mRCRecorder.reset(); mTFRecorder.reset(); Caches& caches = Caches::getInstance(); for (size_t i = 0; i < mBitmapResources.size(); i++) { SkBitmap* resource = mBitmapResources.itemAt(i); caches.resourceCache.decrementRefcount(resource); } mBitmapResources.clear(); for (size_t i = 0; i < mShaderResources.size(); i++) { SkiaShader* resource = mShaderResources.itemAt(i); caches.resourceCache.decrementRefcount(resource); } mShaderResources.clear(); mPaints.clear(); mPaintMap.clear(); mMatrices.clear(); } /////////////////////////////////////////////////////////////////////////////// // Operations /////////////////////////////////////////////////////////////////////////////// void DisplayListRenderer::setViewport(int width, int height) { mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); mWidth = width; mHeight = height; } void DisplayListRenderer::prepare(bool opaque) { mSnapshot = new Snapshot(mFirstSnapshot, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); mSaveCount = 1; mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); } void DisplayListRenderer::acquireContext() { addOp(DisplayList::AcquireContext); OpenGLRenderer::acquireContext(); } void DisplayListRenderer::releaseContext() { addOp(DisplayList::ReleaseContext); OpenGLRenderer::releaseContext(); } int DisplayListRenderer::save(int flags) { addOp(DisplayList::Save); addInt(flags); return OpenGLRenderer::save(flags); } void DisplayListRenderer::restore() { addOp(DisplayList::Restore); OpenGLRenderer::restore(); } void DisplayListRenderer::restoreToCount(int saveCount) { addOp(DisplayList::RestoreToCount); addInt(saveCount); OpenGLRenderer::restoreToCount(saveCount); } int DisplayListRenderer::saveLayer(float left, float top, float right, float bottom, SkPaint* p, int flags) { addOp(DisplayList::SaveLayer); addBounds(left, top, right, bottom); addPaint(p); addInt(flags); return OpenGLRenderer::save(flags); } int DisplayListRenderer::saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags) { addOp(DisplayList::SaveLayerAlpha); addBounds(left, top, right, bottom); addInt(alpha); addInt(flags); return OpenGLRenderer::save(flags); } void DisplayListRenderer::translate(float dx, float dy) { addOp(DisplayList::Translate); addPoint(dx, dy); OpenGLRenderer::translate(dx, dy); } void DisplayListRenderer::rotate(float degrees) { addOp(DisplayList::Rotate); addFloat(degrees); OpenGLRenderer::rotate(degrees); } void DisplayListRenderer::scale(float sx, float sy) { addOp(DisplayList::Scale); addPoint(sx, sy); OpenGLRenderer::scale(sx, sy); } void DisplayListRenderer::setMatrix(SkMatrix* matrix) { addOp(DisplayList::SetMatrix); addMatrix(matrix); OpenGLRenderer::setMatrix(matrix); } void DisplayListRenderer::concatMatrix(SkMatrix* matrix) { addOp(DisplayList::ConcatMatrix); addMatrix(matrix); OpenGLRenderer::concatMatrix(matrix); } bool DisplayListRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { addOp(DisplayList::ClipRect); addBounds(left, top, right, bottom); addInt(op); return OpenGLRenderer::clipRect(left, top, right, bottom, op); } void DisplayListRenderer::drawDisplayList(DisplayList* displayList) { addOp(DisplayList::DrawDisplayList); addDisplayList(displayList); } void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { addOp(DisplayList::DrawBitmap); addBitmap(bitmap); addPoint(left, top); addPaint(paint); } void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { addOp(DisplayList::DrawBitmapMatrix); addBitmap(bitmap); addMatrix(matrix); addPaint(paint); } void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, SkPaint* paint) { addOp(DisplayList::DrawBitmapRect); addBitmap(bitmap); addBounds(srcLeft, srcTop, srcRight, srcBottom); addBounds(dstLeft, dstTop, dstRight, dstBottom); addPaint(paint); } void DisplayListRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, float left, float top, float right, float bottom, SkPaint* paint) { addOp(DisplayList::DrawPatch); addBitmap(bitmap); addInts(xDivs, width); addInts(yDivs, height); addUInts(colors, numColors); addBounds(left, top, right, bottom); addPaint(paint); } void DisplayListRenderer::drawColor(int color, SkXfermode::Mode mode) { addOp(DisplayList::DrawColor); addInt(color); addInt(mode); } void DisplayListRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* paint) { addOp(DisplayList::DrawRect); addBounds(left, top, right, bottom); addPaint(paint); } void DisplayListRenderer::drawPath(SkPath* path, SkPaint* paint) { addOp(DisplayList::DrawPath); addPath(path); addPaint(paint); } void DisplayListRenderer::drawLines(float* points, int count, SkPaint* paint) { addOp(DisplayList::DrawLines); addFloats(points, count); addPaint(paint); } void DisplayListRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint) { addOp(DisplayList::DrawText); addText(text, bytesCount); addInt(count); addPoint(x, y); addPaint(paint); } void DisplayListRenderer::resetShader() { addOp(DisplayList::ResetShader); } void DisplayListRenderer::setupShader(SkiaShader* shader) { addOp(DisplayList::SetupShader); addShader(shader); } void DisplayListRenderer::resetColorFilter() { addOp(DisplayList::ResetColorFilter); } void DisplayListRenderer::setupColorFilter(SkiaColorFilter* filter) { addOp(DisplayList::SetupColorFilter); addColorFilter(filter); } void DisplayListRenderer::resetShadow() { addOp(DisplayList::ResetShadow); } void DisplayListRenderer::setupShadow(float radius, float dx, float dy, int color) { addOp(DisplayList::SetupShadow); addFloat(radius); addPoint(dx, dy); addInt(color); } }; // namespace uirenderer }; // namespace android