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/*
* 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 <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <cutils/compiler.h>
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
#include "RenderNode.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 DisplayListData* finishRecording();
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,
const SkPaint* paint, 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 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(RenderNode* displayList, Rect& dirty,
int32_t replayFlags);
// TODO: rename for consistency
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
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<class T>
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>((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);
mDisplayListData->paths.add(pathCopy);
}
if (mDisplayListData->sourcePaths.indexOf(path) < 0) {
mCaches.resourceCache.incrementRefcount(path);
mDisplayListData->sourcePaths.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);
mDisplayListData->paints.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);
mDisplayListData->regions.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);
mDisplayListData->matrices.add(copy);
return copy;
}
return matrix;
}
inline Layer* refLayer(Layer* layer) {
mDisplayListData->layers.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.
mDisplayListData->bitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline const SkBitmap* refBitmapData(const SkBitmap* bitmap) {
mDisplayListData->ownedBitmapResources.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);
mDisplayListData->shaders.add(shaderCopy);
mCaches.resourceCache.incrementRefcount(shaderCopy);
}
return shaderCopy;
}
inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
mDisplayListData->patchResources.add(patch);
mCaches.resourceCache.incrementRefcount(patch);
return patch;
}
DefaultKeyedVector<const SkPaint*, const SkPaint*> mPaintMap;
DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Caches& mCaches;
DisplayListData* mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
int mRestoreSaveCount;
friend class RenderNode;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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