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/*
 * Copyright (C) 2013 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_H
#define ANDROID_HWUI_DISPLAY_LIST_H

#ifndef LOG_TAG
    #define LOG_TAG "OpenGLRenderer"
#endif

#include <SkCamera.h>
#include <SkMatrix.h>

#include <private/hwui/DrawGlInfo.h>

#include <utils/KeyedVector.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/String8.h>
#include <utils/Vector.h>

#include <cutils/compiler.h>

#include <androidfw/ResourceTypes.h>

#include "Debug.h"
#include "Matrix.h"
#include "DeferredDisplayList.h"
#include "RenderProperties.h"

class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;

namespace android {
namespace uirenderer {

class DeferredDisplayList;
class DisplayListOp;
class DisplayListRenderer;
class OpenGLRenderer;
class Rect;
class Layer;
class SkiaShader;

class ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
class DrawDisplayListOp;

/**
 * Holds data used in the playback a tree of DisplayLists.
 */
class PlaybackStateStruct {
protected:
    PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
            : mRenderer(renderer), mReplayFlags(replayFlags), mAllocator(allocator){}

public:
    OpenGLRenderer& mRenderer;
    const int mReplayFlags;

    // Allocator with the lifetime of a single frame.
    // replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator
    LinearAllocator * const mAllocator;
};

class DeferStateStruct : public PlaybackStateStruct {
public:
    DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
            : PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
            mDeferredList(deferredList) {}

    DeferredDisplayList& mDeferredList;
};

class ReplayStateStruct : public PlaybackStateStruct {
public:
    ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
            : PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
            mDirty(dirty), mDrawGlStatus(DrawGlInfo::kStatusDone) {}

    Rect& mDirty;
    status_t mDrawGlStatus;
    LinearAllocator mReplayAllocator;
};

/**
 * Data structure that holds the list of commands used in display list stream
 */
class DisplayListData {
public:
    DisplayListData() : projectionReceiveIndex(-1), functorCount(0), hasDrawOps(false) {}
    virtual ~DisplayListData() { cleanupResources(); }

    // allocator into which all ops were allocated
    LinearAllocator allocator;

    // pointers to all ops within display list, pointing into allocator data
    Vector<DisplayListOp*> displayListOps;

    // list of children display lists for quick, non-drawing traversal
    Vector<DrawDisplayListOp*> children;

    // index of DisplayListOp restore, after which projected descendents should be drawn
    int projectionReceiveIndex;

    Vector<const SkBitmap*> bitmapResources;
    Vector<const SkBitmap*> ownedBitmapResources;
    Vector<const Res_png_9patch*> patchResources;

    Vector<const SkPaint*> paints;
    Vector<const SkPath*> paths;
    SortedVector<const SkPath*> sourcePaths;
    Vector<const SkRegion*> regions;
    Vector<const SkMatrix*> matrices;
    Vector<SkiaShader*> shaders;
    Vector<Layer*> layers;
    uint32_t functorCount;
    bool hasDrawOps;

    bool isEmpty() {
        return !displayListOps.size();
    }

private:
    void cleanupResources();
};

/**
 * Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
 *
 * Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
 * functionality is split between DisplayListRenderer (which manages the recording), DisplayListData
 * (which holds the actual data), and DisplayList (which holds properties and performs playback onto
 * a renderer).
 *
 * Note that DisplayListData is swapped out from beneath an individual DisplayList when a view's
 * recorded stream of canvas operations is refreshed. The DisplayList (and its properties) stay
 * attached.
 */
class RenderNode {
public:
    ANDROID_API RenderNode();
    ANDROID_API ~RenderNode();

    // See flags defined in DisplayList.java
    enum ReplayFlag {
        kReplayFlag_ClipChildren = 0x1
    };

    ANDROID_API static void destroyDisplayListDeferred(RenderNode* displayList);
    ANDROID_API static void outputLogBuffer(int fd);

    ANDROID_API void setData(DisplayListData* newData);

    void computeOrdering();
    void defer(DeferStateStruct& deferStruct, const int level);
    void replay(ReplayStateStruct& replayStruct, const int level);

    ANDROID_API void output(uint32_t level = 1);

    bool isRenderable() const {
        return mDisplayListData && mDisplayListData->hasDrawOps;
    }

    void setName(const char* name) {
        if (name) {
            char* lastPeriod = strrchr(name, '.');
            if (lastPeriod) {
                mName.setTo(lastPeriod + 1);
            } else {
                mName.setTo(name);
            }
        }
    }

    RenderProperties& properties() {
        return mProperties;
    }

    bool isProjectionReceiver() {
        return properties().isProjectionReceiver();
    }

    int getWidth() {
        return properties().getWidth();
    }

    int getHeight() {
        return properties().getHeight();
    }

private:
    typedef key_value_pair_t<float, DrawDisplayListOp*> ZDrawDisplayListOpPair;

    static size_t findNonNegativeIndex(const Vector<ZDrawDisplayListOpPair>& nodes) {
        for (size_t i = 0; i < nodes.size(); i++) {
            if (nodes[i].key >= 0.0f) return i;
        }
        return nodes.size();
    }

    enum ChildrenSelectMode {
        kNegativeZChildren,
        kPositiveZChildren
    };

    void outputViewProperties(const int level);

    void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false);

    void computeOrderingImpl(DrawDisplayListOp* opState,
            Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
            const mat4* transformFromProjectionSurface);

    template <class T>
    inline void setViewProperties(OpenGLRenderer& renderer, T& handler, const int level);

    void buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes);

    template <class T>
    inline void iterate3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
            ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler);

    template <class T>
    inline void iterateProjectedChildren(OpenGLRenderer& renderer, T& handler, const int level);

    template <class T>
    inline void iterate(OpenGLRenderer& renderer, T& handler, const int level);

    class TextContainer {
    public:
        size_t length() const {
            return mByteLength;
        }

        const char* text() const {
            return (const char*) mText;
        }

        size_t mByteLength;
        const char* mText;
    };

    String8 mName;
    bool mDestroyed; // used for debugging crash, TODO: remove once invalid state crash fixed

    RenderProperties mProperties;
    DisplayListData* mDisplayListData;

    /**
     * Draw time state - these properties are only set and used during rendering
     */

    // for projection surfaces, contains a list of all children items
    Vector<DrawDisplayListOp*> mProjectedNodes;
}; // class DisplayList

}; // namespace uirenderer
}; // namespace android

#endif // ANDROID_HWUI_OPENGL_RENDERER_H