/* * 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. */ #ifndef ANDROID_HWUI_DISPLAY_LIST_RENDERER_H #define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H #include #include #include #include #include "DisplayList.h" #include "DisplayListLogBuffer.h" #include "OpenGLRenderer.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define MIN_WRITER_SIZE 4096 #define OP_MAY_BE_SKIPPED_MASK 0xff000000 // Debug #if DEBUG_DISPLAY_LIST #define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__) #else #define DISPLAY_LIST_LOGD(...) #endif /////////////////////////////////////////////////////////////////////////////// // Display list /////////////////////////////////////////////////////////////////////////////// class DeferredDisplayList; class DisplayListRenderer; class DisplayListOp; class DrawOp; class StateOp; /** * Records drawing commands in a display list for later playback into an OpenGLRenderer. */ class DisplayListRenderer: public OpenGLRenderer { public: ANDROID_API DisplayListRenderer(); virtual ~DisplayListRenderer(); ANDROID_API DisplayList* getDisplayList(DisplayList* displayList); virtual bool isRecording() const { return true; } // ---------------------------------------------------------------------------- // Frame state operations // ---------------------------------------------------------------------------- virtual void setViewport(int width, int height); virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque); virtual void finish(); virtual void interrupt(); virtual void resume(); // ---------------------------------------------------------------------------- // Canvas state operations // ---------------------------------------------------------------------------- // Save (layer) virtual int save(int flags); virtual void restore(); virtual void restoreToCount(int saveCount); virtual int saveLayer(float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode, int flags); // Matrix virtual void translate(float dx, float dy, float dz); virtual void rotate(float degrees); virtual void scale(float sx, float sy); virtual void skew(float sx, float sy); virtual void setMatrix(const SkMatrix* matrix); virtual void concatMatrix(const SkMatrix* matrix); // Clip virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); virtual bool clipPath(const SkPath* path, SkRegion::Op op); virtual bool clipRegion(const SkRegion* region, SkRegion::Op op); // Misc - should be implemented with SkPaint inspection virtual void resetShader(); virtual void setupShader(SkiaShader* shader); virtual void resetColorFilter(); virtual void setupColorFilter(SkiaColorFilter* filter); virtual void resetShadow(); virtual void setupShadow(float radius, float dx, float dy, int color); virtual void resetPaintFilter(); virtual void setupPaintFilter(int clearBits, int setBits); // ---------------------------------------------------------------------------- // Canvas draw operations // ---------------------------------------------------------------------------- virtual status_t drawColor(int color, SkXfermode::Mode mode); // Bitmap-based virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top, const SkPaint* paint); virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint); virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top, const SkPaint* paint); virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, const float* vertices, const int* colors, const SkPaint* paint); virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, float left, float top, float right, float bottom, const SkPaint* paint); // Shapes virtual status_t drawRect(float left, float top, float right, float bottom, const SkPaint* paint); virtual status_t drawRects(const float* rects, int count, const SkPaint* paint); virtual status_t drawRoundRect(float left, float top, float right, float bottom, float rx, float ry, const SkPaint* paint); virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint); virtual status_t drawOval(float left, float top, float right, float bottom, const SkPaint* paint); virtual status_t drawArc(float left, float top, float right, float bottom, float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint); virtual status_t drawPath(const SkPath* path, const SkPaint* paint); virtual status_t drawLines(const float* points, int count, const SkPaint* paint); virtual status_t drawPoints(const float* points, int count, const SkPaint* paint); // Text virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y, const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, DrawOpMode drawOpMode = kDrawOpMode_Immediate); virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path, float hOffset, float vOffset, const SkPaint* paint); virtual status_t drawPosText(const char* text, int bytesCount, int count, const float* positions, const SkPaint* paint); // ---------------------------------------------------------------------------- // Canvas draw operations - special // ---------------------------------------------------------------------------- virtual status_t drawLayer(Layer* layer, float x, float y); virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t replayFlags); // TODO: rename for consistency virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty); // ---------------------------------------------------------------------------- // DisplayList / resource management // ---------------------------------------------------------------------------- ANDROID_API void reset(); sp getDisplayListData() const { return mDisplayListData; } const Vector& getBitmapResources() const { return mBitmapResources; } const Vector& getOwnedBitmapResources() const { return mOwnedBitmapResources; } const Vector& getFilterResources() const { return mFilterResources; } const Vector& getPatchResources() const { return mPatchResources; } const Vector& getShaders() const { return mShaders; } const Vector& getPaints() const { return mPaints; } const Vector& getPaths() const { return mPaths; } const SortedVector& getSourcePaths() const { return mSourcePaths; } const Vector& getRegions() const { return mRegions; } const Vector& getLayers() const { return mLayers; } const Vector& getMatrices() const { return mMatrices; } uint32_t getFunctorCount() const { return mFunctorCount; } private: void insertRestoreToCount(); void insertTranslate(); LinearAllocator& alloc() { return mDisplayListData->allocator; } void addStateOp(StateOp* op); void addDrawOp(DrawOp* op); void addOpInternal(DisplayListOp* op) { insertRestoreToCount(); insertTranslate(); mDisplayListData->displayListOps.add(op); } template inline const T* refBuffer(const T* srcBuffer, int32_t count) { if (!srcBuffer) return NULL; T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T)); memcpy(dstBuffer, srcBuffer, count * sizeof(T)); return dstBuffer; } inline char* refText(const char* text, size_t byteLength) { return (char*) refBuffer((uint8_t*)text, byteLength); } inline const SkPath* refPath(const SkPath* path) { if (!path) return NULL; const SkPath* pathCopy = mPathMap.valueFor(path); if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) { SkPath* newPathCopy = new SkPath(*path); newPathCopy->setSourcePath(path); pathCopy = newPathCopy; // replaceValueFor() performs an add if the entry doesn't exist mPathMap.replaceValueFor(path, pathCopy); mPaths.add(pathCopy); } if (mSourcePaths.indexOf(path) < 0) { mCaches.resourceCache.incrementRefcount(path); mSourcePaths.add(path); } return pathCopy; } inline const SkPaint* refPaint(const SkPaint* paint) { if (!paint) { return paint; } const SkPaint* paintCopy = mPaintMap.valueFor(paint); if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) { paintCopy = new SkPaint(*paint); // replaceValueFor() performs an add if the entry doesn't exist mPaintMap.replaceValueFor(paint, paintCopy); mPaints.add(paintCopy); } return paintCopy; } inline const SkRegion* refRegion(const SkRegion* region) { if (!region) { return region; } const SkRegion* regionCopy = mRegionMap.valueFor(region); // TODO: Add generation ID to SkRegion if (regionCopy == NULL) { regionCopy = new SkRegion(*region); // replaceValueFor() performs an add if the entry doesn't exist mRegionMap.replaceValueFor(region, regionCopy); mRegions.add(regionCopy); } return regionCopy; } inline const SkMatrix* refMatrix(const SkMatrix* matrix) { if (matrix) { // Copying the matrix is cheap and prevents against the user changing // the original matrix before the operation that uses it const SkMatrix* copy = new SkMatrix(*matrix); mMatrices.add(copy); return copy; } return matrix; } inline Layer* refLayer(Layer* layer) { mLayers.add(layer); mCaches.resourceCache.incrementRefcount(layer); return layer; } inline const SkBitmap* refBitmap(const SkBitmap* bitmap) { // Note that this assumes the bitmap is immutable. There are cases this won't handle // correctly, such as creating the bitmap from scratch, drawing with it, changing its // contents, and drawing again. The only fix would be to always copy it the first time, // which doesn't seem worth the extra cycles for this unlikely case. mBitmapResources.add(bitmap); mCaches.resourceCache.incrementRefcount(bitmap); return bitmap; } inline const SkBitmap* refBitmapData(const SkBitmap* bitmap) { mOwnedBitmapResources.add(bitmap); mCaches.resourceCache.incrementRefcount(bitmap); return bitmap; } inline SkiaShader* refShader(SkiaShader* shader) { if (!shader) return NULL; SkiaShader* shaderCopy = mShaderMap.valueFor(shader); // TODO: We also need to handle generation ID changes in compose shaders if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) { shaderCopy = shader->copy(); // replaceValueFor() performs an add if the entry doesn't exist mShaderMap.replaceValueFor(shader, shaderCopy); mShaders.add(shaderCopy); mCaches.resourceCache.incrementRefcount(shaderCopy); } return shaderCopy; } inline SkiaColorFilter* refColorFilter(SkiaColorFilter* colorFilter) { mFilterResources.add(colorFilter); mCaches.resourceCache.incrementRefcount(colorFilter); return colorFilter; } inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) { mPatchResources.add(patch); mCaches.resourceCache.incrementRefcount(patch); return patch; } // TODO: move these to DisplayListData Vector mBitmapResources; Vector mOwnedBitmapResources; Vector mFilterResources; Vector mPatchResources; Vector mPaints; DefaultKeyedVector mPaintMap; Vector mPaths; DefaultKeyedVector mPathMap; SortedVector mSourcePaths; Vector mRegions; DefaultKeyedVector mRegionMap; Vector mShaders; DefaultKeyedVector mShaderMap; Vector mMatrices; Vector mLayers; int mRestoreSaveCount; Caches& mCaches; sp mDisplayListData; float mTranslateX; float mTranslateY; bool mHasTranslate; bool mHasDrawOps; uint32_t mFunctorCount; friend class DisplayList; }; // class DisplayListRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H