/* * 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 #include #include #include #include "DamageAccumulator.h" #include "Debug.h" #include "DisplayListOp.h" #include "LayerRenderer.h" #include "OpenGLRenderer.h" #include "TreeInfo.h" #include "utils/MathUtils.h" #include "utils/TraceUtils.h" #include "renderthread/CanvasContext.h" namespace android { namespace uirenderer { void RenderNode::debugDumpLayers(const char* prefix) { if (mLayer) { ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)", prefix, this, getName(), mLayer, mLayer->getFbo(), mLayer->wasBuildLayered ? "true" : "false"); } if (mDisplayListData) { for (size_t i = 0; i < mDisplayListData->children().size(); i++) { mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix); } } } RenderNode::RenderNode() : mDirtyPropertyFields(0) , mNeedsDisplayListDataSync(false) , mDisplayListData(nullptr) , mStagingDisplayListData(nullptr) , mAnimatorManager(*this) , mLayer(nullptr) , mParentCount(0) { } RenderNode::~RenderNode() { deleteDisplayListData(); delete mStagingDisplayListData; if (mLayer) { ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer); mLayer->postDecStrong(); mLayer = nullptr; } } void RenderNode::setStagingDisplayList(DisplayListData* data) { mNeedsDisplayListDataSync = true; delete mStagingDisplayListData; mStagingDisplayListData = data; } /** * 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%s%s%s%s%s)", (level - 1) * 2, "", this, getName(), (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""), (properties().hasShadow() ? ", casting shadow" : ""), (isRenderable() ? "" : ", empty"), (properties().getProjectBackwards() ? ", projected" : ""), (mLayer != nullptr ? ", on HW Layer" : "")); ALOGD("%*s%s %d", level * 2, "", "Save", SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); properties().debugOutputProperties(level); int flags = DisplayListOp::kOpLogFlag_Recurse; if (mDisplayListData) { // TODO: consider printing the chunk boundaries here 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->getUsedSize(); } if (mDisplayListData && mDisplayListData != mStagingDisplayListData) { size += mDisplayListData->getUsedSize(); } return size; } void RenderNode::prepareTree(TreeInfo& info) { ATRACE_CALL(); LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing"); // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer. bool functorsNeedLayer = Properties::debugOverdraw; prepareTreeImpl(info, functorsNeedLayer); } void RenderNode::addAnimator(const sp& 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().effectiveLayerType(); if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) { // 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().effectiveLayerType(); // 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 != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) { if (CC_UNLIKELY(mLayer)) { LayerRenderer::destroyLayer(mLayer); mLayer = nullptr; } 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 = nullptr; } damageSelf(info); transformUpdateNeeded = true; } SkRect dirty; info.damageAccumulator->peekAtDirty(&dirty); if (!mLayer) { Caches::getInstance().dumpMemoryUsage(); if (info.errorHandler) { std::string msg = "Unable to create layer for "; msg += getName(); info.errorHandler->onError(msg); } return; } 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); } if (dirty.intersect(0, 0, getWidth(), getHeight())) { dirty.roundOut(&dirty); 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); } if (info.canvasContext) { // There might be prefetched layers that need to be accounted for. // That might be us, so tell CanvasContext that this layer is in the // tree and should not be destroyed. info.canvasContext->markLayerInUse(this); } } /** * Traverse down the the draw tree to prepare for a frame. * * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven * * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer. */ void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) { info.damageAccumulator->pushTransform(this); if (info.mode == TreeInfo::MODE_FULL) { pushStagingPropertiesChanges(info); } uint32_t animatorDirtyMask = 0; if (CC_LIKELY(info.runAnimations)) { animatorDirtyMask = mAnimatorManager.animate(info); } bool willHaveFunctor = false; if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) { willHaveFunctor = !mStagingDisplayListData->functors.isEmpty(); } else if (mDisplayListData) { willHaveFunctor = !mDisplayListData->functors.isEmpty(); } bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence( willHaveFunctor, functorsNeedLayer); prepareLayer(info, animatorDirtyMask); if (info.mode == TreeInfo::MODE_FULL) { pushStagingDisplayListChanges(info); } prepareSubTree(info, childFunctorsNeedLayer, 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. if (CC_LIKELY(info.runAnimations)) { mAnimatorManager.pushStaging(); } 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(); } } // Damage with the old display list first then the new one to catch any // changes in isRenderable or, in the future, bounds damageSelf(info); deleteDisplayListData(); // TODO: Remove this caches stuff if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) { Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size()); } mDisplayListData = mStagingDisplayListData; mStagingDisplayListData = nullptr; if (mDisplayListData) { for (size_t i = 0; i < mDisplayListData->functors.size(); i++) { (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr); } } damageSelf(info); } } void RenderNode::deleteDisplayListData() { if (mDisplayListData) { for (size_t i = 0; i < mDisplayListData->children().size(); i++) { mDisplayListData->children()[i]->mRenderNode->decParentRefCount(); } if (mDisplayListData->functors.size()) { Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size()); } } delete mDisplayListData; mDisplayListData = nullptr; } void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) { if (subtree) { TextureCache& cache = Caches::getInstance().textureCache; info.out.hasFunctors |= subtree->functors.size(); for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) { info.prepareTextures = cache.prefetchAndMarkInUse( info.canvasContext, 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); bool childFunctorsNeedLayer = functorsNeedLayer // Recorded with non-rect clip, or canvas-rotated by parent || op->mRecordedWithPotentialStencilClip; childNode->prepareTreeImpl(info, childFunctorsNeedLayer); info.damageAccumulator->popTransform(); } } } void RenderNode::destroyHardwareResources() { if (mLayer) { LayerRenderer::destroyLayer(mLayer); mLayer = nullptr; } 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 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().effectiveLayerType() != LayerType::None; int clipFlags = properties().getClippingFlags(); if (properties().getAlpha() < 1) { if (isLayer) { clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer } if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) { // simply scale rendering content's alpha renderer.scaleAlpha(properties().getAlpha()); } else { // savelayer needed to create an offscreen buffer Rect layerBounds(0, 0, getWidth(), getHeight()); if (clipFlags) { 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, (int) (properties().getAlpha() * 255), SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag); handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds()); } if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) { // pretend alpha always causes savelayer to warn about // performance problem affecting old versions ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(), static_cast(getWidth()), static_cast(getHeight())); } } 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 nesting round rect clips 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 == nullptr) 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* compositedChildrenOfProjectionSurface, const mat4* transformFromProjectionSurface) { mProjectedNodes.clear(); if (mDisplayListData == nullptr || 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 = nullptr; Vector* projectionChildren = nullptr; const mat4* projectionTransform = nullptr; if (isProjectionReceiver && !child->properties().getProjectBackwards()) { // if receiving projections, collect projecting descendant // Note that if a direct descendant is projecting backwards, we pass its // grandparent projection collection, since it shouldn't project onto its // 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(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(replayStruct.mRenderer, handler); } void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk, Vector& zTranslatedNodes) { if (chunk.beginChildIndex == chunk.endChildIndex) return; for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) { DrawRenderNodeOp* childOp = mDisplayListData->children()[i]; RenderNode* child = childOp->mRenderNode; float childZ = child->properties().getZ(); if (!MathUtils::isZero(childZ) && chunk.reorderChildren) { zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp)); childOp->mSkipInOrderDraw = true; } else if (!child->properties().getProjectBackwards()) { // regular, in order drawing DisplayList childOp->mSkipInOrderDraw = false; } } // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order) std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end()); } template 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(); // holds temporary SkPath to store the result of intersections SkPath* frameAllocatedPath = nullptr; const SkPath* outlinePath = casterOutlinePath; // intersect the outline with the reveal clip, if present if (revealClipPath) { frameAllocatedPath = handler.allocPathForFrame(); Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath); outlinePath = frameAllocatedPath; } // intersect the outline with the clipBounds, if present if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) { if (!frameAllocatedPath) { frameAllocatedPath = handler.allocPathForFrame(); } Rect clipBounds; properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); SkPath clipBoundsPath; clipBoundsPath.addRect(clipBounds.left, clipBounds.top, clipBounds.right, clipBounds.bottom); Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath); outlinePath = frameAllocatedPath; } DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp( shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath); handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds()); } #define SHADOW_DELTA 0.1f template void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode, const Matrix4& initialTransform, const Vector& zTranslatedNodes, 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; } // Apply the base transform of the parent of the 3d children. This isolates // 3d children of the current chunk from transformations made in previous chunks. int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag); renderer.setMatrix(initialTransform); /** * 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; 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++; } renderer.restoreToCount(rootRestoreTo); } template 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(op); const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties(); renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY()); // If the projection reciever has an outline, we mask projected content to it // (which we know, apriori, are all tessellated paths) renderer.setProjectionPathMask(alloc, projectionReceiverOutline); // 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); } 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 void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) { if (mDisplayListData->isEmpty()) { DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "", this, getName()); return; } const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get())); // 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)", handler.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", handler.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", (handler.level() + 1) * 2, "", SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo); if (useViewProperties) { setViewProperties(renderer, handler); } bool quickRejected = properties().getClipToBounds() && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight()); if (!quickRejected) { Matrix4 initialTransform(*(renderer.currentTransform())); renderer.setBaseTransform(initialTransform); if (drawLayer) { handler(new (alloc) DrawLayerOp(mLayer, 0, 0), renderer.getSaveCount() - 1, properties().getClipToBounds()); } else { const int saveCountOffset = renderer.getSaveCount() - 1; const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex; for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) { const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex]; Vector zTranslatedNodes; buildZSortedChildList(chunk, zTranslatedNodes); issueOperationsOf3dChildren(kNegativeZChildren, initialTransform, zTranslatedNodes, renderer, handler); for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) { DisplayListOp *op = mDisplayListData->displayListOps[opIndex]; #if DEBUG_DISPLAY_LIST op->output(handler.level() + 1); #endif handler(op, saveCountOffset, properties().getClipToBounds()); if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 && opIndex == static_cast(projectionReceiveIndex))) { issueOperationsOfProjectedChildren(renderer, handler); } } issueOperationsOf3dChildren(kPositiveZChildren, initialTransform, zTranslatedNodes, renderer, handler); } } } DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo); handler(new (alloc) RestoreToCountOp(restoreTo), PROPERTY_SAVECOUNT, properties().getClipToBounds()); DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName()); handler.endMark(); } } /* namespace uirenderer */ } /* namespace android */