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/*
* Copyright (C) 2016 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.
*/
#include "FrameBuilder.h"
#include "DeferredLayerUpdater.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
#include "VectorDrawable.h"
#include "renderstate/OffscreenBufferPool.h"
#include "hwui/Canvas.h"
#include "utils/FatVector.h"
#include "utils/PaintUtils.h"
#include "utils/TraceUtils.h"
#include <SkPathOps.h>
#include <utils/TypeHelpers.h>
namespace android {
namespace uirenderer {
FrameBuilder::FrameBuilder(const SkRect& clip,
uint32_t viewportWidth, uint32_t viewportHeight,
const LightGeometry& lightGeometry, Caches& caches)
: mStdAllocator(mAllocator)
, mLayerBuilders(mStdAllocator)
, mLayerStack(mStdAllocator)
, mCanvasState(*this)
, mCaches(caches)
, mLightRadius(lightGeometry.radius)
, mDrawFbo0(true) {
// Prepare to defer Fbo0
auto fbo0 = mAllocator.create<LayerBuilder>(viewportWidth, viewportHeight, Rect(clip));
mLayerBuilders.push_back(fbo0);
mLayerStack.push_back(0);
mCanvasState.initializeSaveStack(viewportWidth, viewportHeight,
clip.fLeft, clip.fTop, clip.fRight, clip.fBottom,
lightGeometry.center);
}
FrameBuilder::FrameBuilder(const LayerUpdateQueue& layers,
const LightGeometry& lightGeometry, Caches& caches)
: mStdAllocator(mAllocator)
, mLayerBuilders(mStdAllocator)
, mLayerStack(mStdAllocator)
, mCanvasState(*this)
, mCaches(caches)
, mLightRadius(lightGeometry.radius)
, mDrawFbo0(false) {
// TODO: remove, with each layer on its own save stack
// Prepare to defer Fbo0 (which will be empty)
auto fbo0 = mAllocator.create<LayerBuilder>(1, 1, Rect(1, 1));
mLayerBuilders.push_back(fbo0);
mLayerStack.push_back(0);
mCanvasState.initializeSaveStack(1, 1,
0, 0, 1, 1,
lightGeometry.center);
deferLayers(layers);
}
void FrameBuilder::deferLayers(const LayerUpdateQueue& layers) {
// Render all layers to be updated, in order. Defer in reverse order, so that they'll be
// updated in the order they're passed in (mLayerBuilders are issued to Renderer in reverse)
for (int i = layers.entries().size() - 1; i >= 0; i--) {
RenderNode* layerNode = layers.entries()[i].renderNode.get();
// only schedule repaint if node still on layer - possible it may have been
// removed during a dropped frame, but layers may still remain scheduled so
// as not to lose info on what portion is damaged
OffscreenBuffer* layer = layerNode->getLayer();
if (CC_LIKELY(layer)) {
ATRACE_FORMAT("Optimize HW Layer DisplayList %s %ux%u",
layerNode->getName(), layerNode->getWidth(), layerNode->getHeight());
Rect layerDamage = layers.entries()[i].damage;
// TODO: ensure layer damage can't be larger than layer
layerDamage.doIntersect(0, 0, layer->viewportWidth, layer->viewportHeight);
layerNode->computeOrdering();
// map current light center into RenderNode's coordinate space
Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
layer->inverseTransformInWindow.mapPoint3d(lightCenter);
saveForLayer(layerNode->getWidth(), layerNode->getHeight(), 0, 0,
layerDamage, lightCenter, nullptr, layerNode);
if (layerNode->getDisplayList()) {
deferNodeOps(*layerNode);
}
restoreForLayer();
}
}
}
void FrameBuilder::deferRenderNode(RenderNode& renderNode) {
renderNode.computeOrdering();
mCanvasState.save(SaveFlags::MatrixClip);
deferNodePropsAndOps(renderNode);
mCanvasState.restore();
}
void FrameBuilder::deferRenderNode(float tx, float ty, Rect clipRect, RenderNode& renderNode) {
renderNode.computeOrdering();
mCanvasState.save(SaveFlags::MatrixClip);
mCanvasState.translate(tx, ty);
mCanvasState.clipRect(clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
SkClipOp::kIntersect);
deferNodePropsAndOps(renderNode);
mCanvasState.restore();
}
static Rect nodeBounds(RenderNode& node) {
auto& props = node.properties();
return Rect(props.getLeft(), props.getTop(),
props.getRight(), props.getBottom());
}
void FrameBuilder::deferRenderNodeScene(const std::vector< sp<RenderNode> >& nodes,
const Rect& contentDrawBounds) {
if (nodes.size() < 1) return;
if (nodes.size() == 1) {
if (!nodes[0]->nothingToDraw()) {
deferRenderNode(*nodes[0]);
}
return;
}
// It there are multiple render nodes, they are laid out as follows:
// #0 - backdrop (content + caption)
// #1 - content (local bounds are at (0,0), will be translated and clipped to backdrop)
// #2 - additional overlay nodes
// Usually the backdrop cannot be seen since it will be entirely covered by the content. While
// resizing however it might become partially visible. The following render loop will crop the
// backdrop against the content and draw the remaining part of it. It will then draw the content
// cropped to the backdrop (since that indicates a shrinking of the window).
//
// Additional nodes will be drawn on top with no particular clipping semantics.
// Usually the contents bounds should be mContentDrawBounds - however - we will
// move it towards the fixed edge to give it a more stable appearance (for the moment).
// If there is no content bounds we ignore the layering as stated above and start with 2.
// Backdrop bounds in render target space
const Rect backdrop = nodeBounds(*nodes[0]);
// Bounds that content will fill in render target space (note content node bounds may be bigger)
Rect content(contentDrawBounds.getWidth(), contentDrawBounds.getHeight());
content.translate(backdrop.left, backdrop.top);
if (!content.contains(backdrop) && !nodes[0]->nothingToDraw()) {
// Content doesn't entirely overlap backdrop, so fill around content (right/bottom)
// Note: in the future, if content doesn't snap to backdrop's left/top, this may need to
// also fill left/top. Currently, both 2up and freeform position content at the top/left of
// the backdrop, so this isn't necessary.
if (content.right < backdrop.right) {
// draw backdrop to right side of content
deferRenderNode(0, 0, Rect(content.right, backdrop.top,
backdrop.right, backdrop.bottom), *nodes[0]);
}
if (content.bottom < backdrop.bottom) {
// draw backdrop to bottom of content
// Note: bottom fill uses content left/right, to avoid overdrawing left/right fill
deferRenderNode(0, 0, Rect(content.left, content.bottom,
content.right, backdrop.bottom), *nodes[0]);
}
}
if (!nodes[1]->nothingToDraw()) {
if (!backdrop.isEmpty()) {
// content node translation to catch up with backdrop
float dx = contentDrawBounds.left - backdrop.left;
float dy = contentDrawBounds.top - backdrop.top;
Rect contentLocalClip = backdrop;
contentLocalClip.translate(dx, dy);
deferRenderNode(-dx, -dy, contentLocalClip, *nodes[1]);
} else {
deferRenderNode(*nodes[1]);
}
}
// remaining overlay nodes, simply defer
for (size_t index = 2; index < nodes.size(); index++) {
if (!nodes[index]->nothingToDraw()) {
deferRenderNode(*nodes[index]);
}
}
}
void FrameBuilder::onViewportInitialized() {}
void FrameBuilder::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {}
void FrameBuilder::deferNodePropsAndOps(RenderNode& node) {
const RenderProperties& properties = node.properties();
const Outline& outline = properties.getOutline();
if (properties.getAlpha() <= 0
|| (outline.getShouldClip() && outline.isEmpty())
|| properties.getScaleX() == 0
|| properties.getScaleY() == 0) {
return; // rejected
}
if (properties.getLeft() != 0 || properties.getTop() != 0) {
mCanvasState.translate(properties.getLeft(), properties.getTop());
}
if (properties.getStaticMatrix()) {
mCanvasState.concatMatrix(*properties.getStaticMatrix());
} else if (properties.getAnimationMatrix()) {
mCanvasState.concatMatrix(*properties.getAnimationMatrix());
}
if (properties.hasTransformMatrix()) {
if (properties.isTransformTranslateOnly()) {
mCanvasState.translate(properties.getTranslationX(), properties.getTranslationY());
} else {
mCanvasState.concatMatrix(*properties.getTransformMatrix());
}
}
const int width = properties.getWidth();
const int height = properties.getHeight();
Rect saveLayerBounds; // will be set to non-empty if saveLayer needed
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
mCanvasState.scaleAlpha(properties.getAlpha());
} else {
// schedule saveLayer by initializing saveLayerBounds
saveLayerBounds.set(0, 0, width, height);
if (clipFlags) {
properties.getClippingRectForFlags(clipFlags, &saveLayerBounds);
clipFlags = 0; // all clipping done by savelayer
}
}
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", node.getName(), width, height);
}
}
if (clipFlags) {
Rect clipRect;
properties.getClippingRectForFlags(clipFlags, &clipRect);
mCanvasState.clipRect(clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
SkClipOp::kIntersect);
}
if (properties.getRevealClip().willClip()) {
Rect bounds;
properties.getRevealClip().getBounds(&bounds);
mCanvasState.setClippingRoundRect(mAllocator,
bounds, properties.getRevealClip().getRadius());
} else if (properties.getOutline().willClip()) {
mCanvasState.setClippingOutline(mAllocator, &(properties.getOutline()));
}
bool quickRejected = mCanvasState.currentSnapshot()->getRenderTargetClip().isEmpty()
|| (properties.getClipToBounds()
&& mCanvasState.quickRejectConservative(0, 0, width, height));
if (!quickRejected) {
// not rejected, so defer render as either Layer, or direct (possibly wrapped in saveLayer)
if (node.getLayer()) {
// HW layer
LayerOp* drawLayerOp = mAllocator.create_trivial<LayerOp>(node);
BakedOpState* bakedOpState = tryBakeOpState(*drawLayerOp);
if (bakedOpState) {
// Node's layer already deferred, schedule it to render into parent layer
currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Bitmap);
}
} else if (CC_UNLIKELY(!saveLayerBounds.isEmpty())) {
// draw DisplayList contents within temporary, since persisted layer could not be used.
// (temp layers are clipped to viewport, since they don't persist offscreen content)
SkPaint saveLayerPaint;
saveLayerPaint.setAlpha(properties.getAlpha());
deferBeginLayerOp(*mAllocator.create_trivial<BeginLayerOp>(
saveLayerBounds,
Matrix4::identity(),
nullptr, // no record-time clip - need only respect defer-time one
&saveLayerPaint));
deferNodeOps(node);
deferEndLayerOp(*mAllocator.create_trivial<EndLayerOp>());
} else {
deferNodeOps(node);
}
}
}
typedef key_value_pair_t<float, const RenderNodeOp*> ZRenderNodeOpPair;
template <typename V>
static void buildZSortedChildList(V* zTranslatedNodes,
const DisplayList& displayList, const DisplayList::Chunk& chunk) {
if (chunk.beginChildIndex == chunk.endChildIndex) return;
for (size_t i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
RenderNodeOp* childOp = displayList.getChildren()[i];
RenderNode* child = childOp->renderNode;
float childZ = child->properties().getZ();
if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
zTranslatedNodes->push_back(ZRenderNodeOpPair(childZ, childOp));
childOp->skipInOrderDraw = true;
} else if (!child->properties().getProjectBackwards()) {
// regular, in order drawing DisplayList
childOp->skipInOrderDraw = 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 <typename V>
static size_t findNonNegativeIndex(const V& zTranslatedNodes) {
for (size_t i = 0; i < zTranslatedNodes.size(); i++) {
if (zTranslatedNodes[i].key >= 0.0f) return i;
}
return zTranslatedNodes.size();
}
template <typename V>
void FrameBuilder::defer3dChildren(const ClipBase* reorderClip, ChildrenSelectMode mode,
const V& zTranslatedNodes) {
const int size = zTranslatedNodes.size();
if (size == 0
|| (mode == ChildrenSelectMode::Negative&& zTranslatedNodes[0].key > 0.0f)
|| (mode == ChildrenSelectMode::Positive && zTranslatedNodes[size - 1].key < 0.0f)) {
// no 3d children to draw
return;
}
/**
* 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 == ChildrenSelectMode::Negative) {
drawIndex = 0;
endIndex = nonNegativeIndex;
shadowIndex = endIndex; // draw no shadows
} else {
drawIndex = nonNegativeIndex;
endIndex = size;
shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
}
float lastCasterZ = 0.0f;
while (shadowIndex < endIndex || drawIndex < endIndex) {
if (shadowIndex < endIndex) {
const RenderNodeOp* casterNodeOp = zTranslatedNodes[shadowIndex].value;
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 < 0.1f) {
deferShadow(reorderClip, *casterNodeOp);
lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
shadowIndex++;
continue;
}
}
const RenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
deferRenderNodeOpImpl(*childOp);
drawIndex++;
}
}
void FrameBuilder::deferShadow(const ClipBase* reorderClip, const RenderNodeOp& casterNodeOp) {
auto& node = *casterNodeOp.renderNode;
auto& properties = node.properties();
if (properties.getAlpha() <= 0.0f
|| properties.getOutline().getAlpha() <= 0.0f
|| !properties.getOutline().getPath()
|| properties.getScaleX() == 0
|| properties.getScaleY() == 0) {
// no shadow to draw
return;
}
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* casterPath = casterOutlinePath;
// intersect the shadow-casting path with the reveal, if present
if (revealClipPath) {
frameAllocatedPath = createFrameAllocatedPath();
Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
casterPath = frameAllocatedPath;
}
// intersect the shadow-casting path with the clipBounds, if present
if (properties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
if (!frameAllocatedPath) {
frameAllocatedPath = createFrameAllocatedPath();
}
Rect clipBounds;
properties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
SkPath clipBoundsPath;
clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
clipBounds.right, clipBounds.bottom);
Op(*casterPath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
casterPath = frameAllocatedPath;
}
// apply reorder clip to shadow, so it respects clip at beginning of reorderable chunk
int restoreTo = mCanvasState.save(SaveFlags::MatrixClip);
mCanvasState.writableSnapshot()->applyClip(reorderClip,
*mCanvasState.currentSnapshot()->transform);
if (CC_LIKELY(!mCanvasState.getRenderTargetClipBounds().isEmpty())) {
Matrix4 shadowMatrixXY(casterNodeOp.localMatrix);
Matrix4 shadowMatrixZ(casterNodeOp.localMatrix);
node.applyViewPropertyTransforms(shadowMatrixXY, false);
node.applyViewPropertyTransforms(shadowMatrixZ, true);
sp<TessellationCache::ShadowTask> task = mCaches.tessellationCache.getShadowTask(
mCanvasState.currentTransform(),
mCanvasState.getLocalClipBounds(),
casterAlpha >= 1.0f,
casterPath,
&shadowMatrixXY, &shadowMatrixZ,
mCanvasState.currentSnapshot()->getRelativeLightCenter(),
mLightRadius);
ShadowOp* shadowOp = mAllocator.create<ShadowOp>(task, casterAlpha);
BakedOpState* bakedOpState = BakedOpState::tryShadowOpConstruct(
mAllocator, *mCanvasState.writableSnapshot(), shadowOp);
if (CC_LIKELY(bakedOpState)) {
currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Shadow);
}
}
mCanvasState.restoreToCount(restoreTo);
}
void FrameBuilder::deferProjectedChildren(const RenderNode& renderNode) {
int count = mCanvasState.save(SaveFlags::MatrixClip);
const SkPath* projectionReceiverOutline = renderNode.properties().getOutline().getPath();
SkPath transformedMaskPath; // on stack, since BakedOpState makes a deep copy
if (projectionReceiverOutline) {
// transform the mask for this projector into render target space
// TODO: consider combining both transforms by stashing transform instead of applying
SkMatrix skCurrentTransform;
mCanvasState.currentTransform()->copyTo(skCurrentTransform);
projectionReceiverOutline->transform(
skCurrentTransform,
&transformedMaskPath);
mCanvasState.setProjectionPathMask(&transformedMaskPath);
}
for (size_t i = 0; i < renderNode.mProjectedNodes.size(); i++) {
RenderNodeOp* childOp = renderNode.mProjectedNodes[i];
RenderNode& childNode = *childOp->renderNode;
// Draw child if it has content, but ignore state in childOp - matrix already applied to
// transformFromCompositingAncestor, and record-time clip is ignored when projecting
if (!childNode.nothingToDraw()) {
int restoreTo = mCanvasState.save(SaveFlags::MatrixClip);
// Apply transform between ancestor and projected descendant
mCanvasState.concatMatrix(childOp->transformFromCompositingAncestor);
deferNodePropsAndOps(childNode);
mCanvasState.restoreToCount(restoreTo);
}
}
mCanvasState.restoreToCount(count);
}
/**
* Used to define a list of lambdas referencing private FrameBuilder::onXX::defer() methods.
*
* This allows opIds embedded in the RecordedOps to be used for dispatching to these lambdas.
* E.g. a BitmapOp op then would be dispatched to FrameBuilder::onBitmapOp(const BitmapOp&)
*/
#define OP_RECEIVER(Type) \
[](FrameBuilder& frameBuilder, const RecordedOp& op) { frameBuilder.defer##Type(static_cast<const Type&>(op)); },
void FrameBuilder::deferNodeOps(const RenderNode& renderNode) {
typedef void (*OpDispatcher) (FrameBuilder& frameBuilder, const RecordedOp& op);
static OpDispatcher receivers[] = BUILD_DEFERRABLE_OP_LUT(OP_RECEIVER);
// can't be null, since DL=null node rejection happens before deferNodePropsAndOps
const DisplayList& displayList = *(renderNode.getDisplayList());
for (auto& chunk : displayList.getChunks()) {
FatVector<ZRenderNodeOpPair, 16> zTranslatedNodes;
buildZSortedChildList(&zTranslatedNodes, displayList, chunk);
defer3dChildren(chunk.reorderClip, ChildrenSelectMode::Negative, zTranslatedNodes);
for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
const RecordedOp* op = displayList.getOps()[opIndex];
receivers[op->opId](*this, *op);
if (CC_UNLIKELY(!renderNode.mProjectedNodes.empty()
&& displayList.projectionReceiveIndex >= 0
&& static_cast<int>(opIndex) == displayList.projectionReceiveIndex)) {
deferProjectedChildren(renderNode);
}
}
defer3dChildren(chunk.reorderClip, ChildrenSelectMode::Positive, zTranslatedNodes);
}
}
void FrameBuilder::deferRenderNodeOpImpl(const RenderNodeOp& op) {
if (op.renderNode->nothingToDraw()) return;
int count = mCanvasState.save(SaveFlags::MatrixClip);
// apply state from RecordedOp (clip first, since op's clip is transformed by current matrix)
mCanvasState.writableSnapshot()->applyClip(op.localClip,
*mCanvasState.currentSnapshot()->transform);
mCanvasState.concatMatrix(op.localMatrix);
// then apply state from node properties, and defer ops
deferNodePropsAndOps(*op.renderNode);
mCanvasState.restoreToCount(count);
}
void FrameBuilder::deferRenderNodeOp(const RenderNodeOp& op) {
if (!op.skipInOrderDraw) {
deferRenderNodeOpImpl(op);
}
}
/**
* Defers an unmergeable, strokeable op, accounting correctly
* for paint's style on the bounds being computed.
*/
BakedOpState* FrameBuilder::deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
BakedOpState::StrokeBehavior strokeBehavior, bool expandForPathTexture) {
// Note: here we account for stroke when baking the op
BakedOpState* bakedState = BakedOpState::tryStrokeableOpConstruct(
mAllocator, *mCanvasState.writableSnapshot(), op,
strokeBehavior, expandForPathTexture);
if (!bakedState) return nullptr; // quick rejected
if (op.opId == RecordedOpId::RectOp && op.paint->getStyle() != SkPaint::kStroke_Style) {
bakedState->setupOpacity(op.paint);
}
currentLayer().deferUnmergeableOp(mAllocator, bakedState, batchId);
return bakedState;
}
/**
* Returns batch id for tessellatable shapes, based on paint. Checks to see if path effect/AA will
* be used, since they trigger significantly different rendering paths.
*
* Note: not used for lines/points, since they don't currently support path effects.
*/
static batchid_t tessBatchId(const RecordedOp& op) {
const SkPaint& paint = *(op.paint);
return paint.getPathEffect()
? OpBatchType::AlphaMaskTexture
: (paint.isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices);
}
void FrameBuilder::deferArcOp(const ArcOp& op) {
// Pass true below since arcs have a tendency to draw outside their expected bounds within
// their path textures. Passing true makes it more likely that we'll scissor, instead of
// corrupting the frame by drawing outside of clip bounds.
deferStrokeableOp(op, tessBatchId(op), BakedOpState::StrokeBehavior::StyleDefined, true);
}
static bool hasMergeableClip(const BakedOpState& state) {
return !state.computedState.clipState
|| state.computedState.clipState->mode == ClipMode::Rectangle;
}
void FrameBuilder::deferBitmapOp(const BitmapOp& op) {
BakedOpState* bakedState = tryBakeOpState(op);
if (!bakedState) return; // quick rejected
if (op.bitmap->isOpaque()) {
bakedState->setupOpacity(op.paint);
}
// Don't merge non-simply transformed or neg scale ops, SET_TEXTURE doesn't handle rotation
// Don't merge A8 bitmaps - the paint's color isn't compared by mergeId, or in
// MergingDrawBatch::canMergeWith()
if (bakedState->computedState.transform.isSimple()
&& bakedState->computedState.transform.positiveScale()
&& PaintUtils::getBlendModeDirect(op.paint) == SkBlendMode::kSrcOver
&& op.bitmap->colorType() != kAlpha_8_SkColorType
&& hasMergeableClip(*bakedState)) {
mergeid_t mergeId = reinterpret_cast<mergeid_t>(op.bitmap->getGenerationID());
currentLayer().deferMergeableOp(mAllocator, bakedState, OpBatchType::Bitmap, mergeId);
} else {
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
}
}
void FrameBuilder::deferBitmapMeshOp(const BitmapMeshOp& op) {
BakedOpState* bakedState = tryBakeOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
}
void FrameBuilder::deferBitmapRectOp(const BitmapRectOp& op) {
BakedOpState* bakedState = tryBakeOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
}
void FrameBuilder::deferVectorDrawableOp(const VectorDrawableOp& op) {
Bitmap& bitmap = op.vectorDrawable->getBitmapUpdateIfDirty();
SkPaint* paint = op.vectorDrawable->getPaint();
const BitmapRectOp* resolvedOp = mAllocator.create_trivial<BitmapRectOp>(op.unmappedBounds,
op.localMatrix,
op.localClip,
paint,
&bitmap,
Rect(bitmap.width(), bitmap.height()));
deferBitmapRectOp(*resolvedOp);
}
void FrameBuilder::deferCirclePropsOp(const CirclePropsOp& op) {
// allocate a temporary oval op (with mAllocator, so it persists until render), so the
// renderer doesn't have to handle the RoundRectPropsOp type, and so state baking is simple.
float x = *(op.x);
float y = *(op.y);
float radius = *(op.radius);
Rect unmappedBounds(x - radius, y - radius, x + radius, y + radius);
const OvalOp* resolvedOp = mAllocator.create_trivial<OvalOp>(
unmappedBounds,
op.localMatrix,
op.localClip,
op.paint);
deferOvalOp(*resolvedOp);
}
void FrameBuilder::deferColorOp(const ColorOp& op) {
BakedOpState* bakedState = tryBakeUnboundedOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Vertices);
}
void FrameBuilder::deferFunctorOp(const FunctorOp& op) {
BakedOpState* bakedState = tryBakeUnboundedOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Functor);
}
void FrameBuilder::deferLinesOp(const LinesOp& op) {
batchid_t batch = op.paint->isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices;
deferStrokeableOp(op, batch, BakedOpState::StrokeBehavior::Forced);
}
void FrameBuilder::deferOvalOp(const OvalOp& op) {
deferStrokeableOp(op, tessBatchId(op));
}
void FrameBuilder::deferPatchOp(const PatchOp& op) {
BakedOpState* bakedState = tryBakeOpState(op);
if (!bakedState) return; // quick rejected
if (bakedState->computedState.transform.isPureTranslate()
&& PaintUtils::getBlendModeDirect(op.paint) == SkBlendMode::kSrcOver
&& hasMergeableClip(*bakedState)) {
mergeid_t mergeId = reinterpret_cast<mergeid_t>(op.bitmap->getGenerationID());
// Only use the MergedPatch batchId when merged, so Bitmap+Patch don't try to merge together
currentLayer().deferMergeableOp(mAllocator, bakedState, OpBatchType::MergedPatch, mergeId);
} else {
// Use Bitmap batchId since Bitmap+Patch use same shader
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
}
}
void FrameBuilder::deferPathOp(const PathOp& op) {
auto state = deferStrokeableOp(op, OpBatchType::AlphaMaskTexture);
if (CC_LIKELY(state)) {
mCaches.pathCache.precache(op.path, op.paint);
}
}
void FrameBuilder::deferPointsOp(const PointsOp& op) {
batchid_t batch = op.paint->isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices;
deferStrokeableOp(op, batch, BakedOpState::StrokeBehavior::Forced);
}
void FrameBuilder::deferRectOp(const RectOp& op) {
deferStrokeableOp(op, tessBatchId(op));
}
void FrameBuilder::deferRoundRectOp(const RoundRectOp& op) {
auto state = deferStrokeableOp(op, tessBatchId(op));
if (CC_LIKELY(state && !op.paint->getPathEffect())) {
// TODO: consider storing tessellation task in BakedOpState
mCaches.tessellationCache.precacheRoundRect(state->computedState.transform, *(op.paint),
op.unmappedBounds.getWidth(), op.unmappedBounds.getHeight(), op.rx, op.ry);
}
}
void FrameBuilder::deferRoundRectPropsOp(const RoundRectPropsOp& op) {
// allocate a temporary round rect op (with mAllocator, so it persists until render), so the
// renderer doesn't have to handle the RoundRectPropsOp type, and so state baking is simple.
const RoundRectOp* resolvedOp = mAllocator.create_trivial<RoundRectOp>(
Rect(*(op.left), *(op.top), *(op.right), *(op.bottom)),
op.localMatrix,
op.localClip,
op.paint, *op.rx, *op.ry);
deferRoundRectOp(*resolvedOp);
}
void FrameBuilder::deferSimpleRectsOp(const SimpleRectsOp& op) {
BakedOpState* bakedState = tryBakeOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Vertices);
}
static batchid_t textBatchId(const SkPaint& paint) {
// TODO: better handling of shader (since we won't care about color then)
return paint.getColor() == SK_ColorBLACK ? OpBatchType::Text : OpBatchType::ColorText;
}
void FrameBuilder::deferTextOp(const TextOp& op) {
BakedOpState* bakedState = BakedOpState::tryStrokeableOpConstruct(
mAllocator, *mCanvasState.writableSnapshot(), op,
BakedOpState::StrokeBehavior::StyleDefined, false);
if (!bakedState) return; // quick rejected
batchid_t batchId = textBatchId(*(op.paint));
if (bakedState->computedState.transform.isPureTranslate()
&& PaintUtils::getBlendModeDirect(op.paint) == SkBlendMode::kSrcOver
&& hasMergeableClip(*bakedState)) {
mergeid_t mergeId = reinterpret_cast<mergeid_t>(op.paint->getColor());
currentLayer().deferMergeableOp(mAllocator, bakedState, batchId, mergeId);
} else {
currentLayer().deferUnmergeableOp(mAllocator, bakedState, batchId);
}
FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer();
auto& totalTransform = bakedState->computedState.transform;
if (totalTransform.isPureTranslate() || totalTransform.isPerspective()) {
fontRenderer.precache(op.paint, op.glyphs, op.glyphCount, SkMatrix::I());
} else {
// Partial transform case, see BakedOpDispatcher::renderTextOp
float sx, sy;
totalTransform.decomposeScale(sx, sy);
fontRenderer.precache(op.paint, op.glyphs, op.glyphCount, SkMatrix::MakeScale(
roundf(std::max(1.0f, sx)),
roundf(std::max(1.0f, sy))));
}
}
void FrameBuilder::deferTextOnPathOp(const TextOnPathOp& op) {
BakedOpState* bakedState = tryBakeUnboundedOpState(op);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, textBatchId(*(op.paint)));
mCaches.fontRenderer.getFontRenderer().precache(
op.paint, op.glyphs, op.glyphCount, SkMatrix::I());
}
void FrameBuilder::deferTextureLayerOp(const TextureLayerOp& op) {
GlLayer* layer = static_cast<GlLayer*>(op.layerHandle->backingLayer());
if (CC_UNLIKELY(!layer || !layer->isRenderable())) return;
const TextureLayerOp* textureLayerOp = &op;
// Now safe to access transform (which was potentially unready at record time)
if (!layer->getTransform().isIdentity()) {
// non-identity transform present, so 'inject it' into op by copying + replacing matrix
Matrix4 combinedMatrix(op.localMatrix);
combinedMatrix.multiply(layer->getTransform());
textureLayerOp = mAllocator.create<TextureLayerOp>(op, combinedMatrix);
}
BakedOpState* bakedState = tryBakeOpState(*textureLayerOp);
if (!bakedState) return; // quick rejected
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::TextureLayer);
}
void FrameBuilder::saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
float contentTranslateX, float contentTranslateY,
const Rect& repaintRect,
const Vector3& lightCenter,
const BeginLayerOp* beginLayerOp, RenderNode* renderNode) {
mCanvasState.save(SaveFlags::MatrixClip);
mCanvasState.writableSnapshot()->initializeViewport(layerWidth, layerHeight);
mCanvasState.writableSnapshot()->roundRectClipState = nullptr;
mCanvasState.writableSnapshot()->setRelativeLightCenter(lightCenter);
mCanvasState.writableSnapshot()->transform->loadTranslate(
contentTranslateX, contentTranslateY, 0);
mCanvasState.writableSnapshot()->setClip(
repaintRect.left, repaintRect.top, repaintRect.right, repaintRect.bottom);
// create a new layer repaint, and push its index on the stack
mLayerStack.push_back(mLayerBuilders.size());
auto newFbo = mAllocator.create<LayerBuilder>(layerWidth, layerHeight,
repaintRect, beginLayerOp, renderNode);
mLayerBuilders.push_back(newFbo);
}
void FrameBuilder::restoreForLayer() {
// restore canvas, and pop finished layer off of the stack
mCanvasState.restore();
mLayerStack.pop_back();
}
// TODO: defer time rejection (when bounds become empty) + tests
// Option - just skip layers with no bounds at playback + defer?
void FrameBuilder::deferBeginLayerOp(const BeginLayerOp& op) {
uint32_t layerWidth = (uint32_t) op.unmappedBounds.getWidth();
uint32_t layerHeight = (uint32_t) op.unmappedBounds.getHeight();
auto previous = mCanvasState.currentSnapshot();
Vector3 lightCenter = previous->getRelativeLightCenter();
// Combine all transforms used to present saveLayer content:
// parent content transform * canvas transform * bounds offset
Matrix4 contentTransform(*(previous->transform));
contentTransform.multiply(op.localMatrix);
contentTransform.translate(op.unmappedBounds.left, op.unmappedBounds.top);
Matrix4 inverseContentTransform;
inverseContentTransform.loadInverse(contentTransform);
// map the light center into layer-relative space
inverseContentTransform.mapPoint3d(lightCenter);
// Clip bounds of temporary layer to parent's clip rect, so:
Rect saveLayerBounds(layerWidth, layerHeight);
// 1) transform Rect(width, height) into parent's space
// note: left/top offsets put in contentTransform above
contentTransform.mapRect(saveLayerBounds);
// 2) intersect with parent's clip
saveLayerBounds.doIntersect(previous->getRenderTargetClip());
// 3) and transform back
inverseContentTransform.mapRect(saveLayerBounds);
saveLayerBounds.doIntersect(Rect(layerWidth, layerHeight));
saveLayerBounds.roundOut();
// if bounds are reduced, will clip the layer's area by reducing required bounds...
layerWidth = saveLayerBounds.getWidth();
layerHeight = saveLayerBounds.getHeight();
// ...and shifting drawing content to account for left/top side clipping
float contentTranslateX = -saveLayerBounds.left;
float contentTranslateY = -saveLayerBounds.top;
saveForLayer(layerWidth, layerHeight,
contentTranslateX, contentTranslateY,
Rect(layerWidth, layerHeight),
lightCenter,
&op, nullptr);
}
void FrameBuilder::deferEndLayerOp(const EndLayerOp& /* ignored */) {
const BeginLayerOp& beginLayerOp = *currentLayer().beginLayerOp;
int finishedLayerIndex = mLayerStack.back();
restoreForLayer();
// saveLayer will clip & translate the draw contents, so we need
// to translate the drawLayer by how much the contents was translated
// TODO: Unify this with beginLayerOp so we don't have to calculate this
// twice
uint32_t layerWidth = (uint32_t) beginLayerOp.unmappedBounds.getWidth();
uint32_t layerHeight = (uint32_t) beginLayerOp.unmappedBounds.getHeight();
auto previous = mCanvasState.currentSnapshot();
Vector3 lightCenter = previous->getRelativeLightCenter();
// Combine all transforms used to present saveLayer content:
// parent content transform * canvas transform * bounds offset
Matrix4 contentTransform(*(previous->transform));
contentTransform.multiply(beginLayerOp.localMatrix);
contentTransform.translate(beginLayerOp.unmappedBounds.left,
beginLayerOp.unmappedBounds.top);
Matrix4 inverseContentTransform;
inverseContentTransform.loadInverse(contentTransform);
// map the light center into layer-relative space
inverseContentTransform.mapPoint3d(lightCenter);
// Clip bounds of temporary layer to parent's clip rect, so:
Rect saveLayerBounds(layerWidth, layerHeight);
// 1) transform Rect(width, height) into parent's space
// note: left/top offsets put in contentTransform above
contentTransform.mapRect(saveLayerBounds);
// 2) intersect with parent's clip
saveLayerBounds.doIntersect(previous->getRenderTargetClip());
// 3) and transform back
inverseContentTransform.mapRect(saveLayerBounds);
saveLayerBounds.doIntersect(Rect(layerWidth, layerHeight));
saveLayerBounds.roundOut();
Matrix4 localMatrix(beginLayerOp.localMatrix);
localMatrix.translate(saveLayerBounds.left, saveLayerBounds.top);
// record the draw operation into the previous layer's list of draw commands
// uses state from the associated beginLayerOp, since it has all the state needed for drawing
LayerOp* drawLayerOp = mAllocator.create_trivial<LayerOp>(
beginLayerOp.unmappedBounds,
localMatrix,
beginLayerOp.localClip,
beginLayerOp.paint,
&(mLayerBuilders[finishedLayerIndex]->offscreenBuffer));
BakedOpState* bakedOpState = tryBakeOpState(*drawLayerOp);
if (bakedOpState) {
// Layer will be drawn into parent layer (which is now current, since we popped mLayerStack)
currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Bitmap);
} else {
// Layer won't be drawn - delete its drawing batches to prevent it from doing any work
// TODO: need to prevent any render work from being done
// - create layerop earlier for reject purposes?
mLayerBuilders[finishedLayerIndex]->clear();
return;
}
}
void FrameBuilder::deferBeginUnclippedLayerOp(const BeginUnclippedLayerOp& op) {
Matrix4 boundsTransform(*(mCanvasState.currentSnapshot()->transform));
boundsTransform.multiply(op.localMatrix);
Rect dstRect(op.unmappedBounds);
boundsTransform.mapRect(dstRect);
dstRect.roundOut();
dstRect.doIntersect(mCanvasState.currentSnapshot()->getRenderTargetClip());
if (dstRect.isEmpty()) {
// Unclipped layer rejected - push a null op, so next EndUnclippedLayerOp is ignored
currentLayer().activeUnclippedSaveLayers.push_back(nullptr);
} else {
// Allocate a holding position for the layer object (copyTo will produce, copyFrom will consume)
OffscreenBuffer** layerHandle = mAllocator.create<OffscreenBuffer*>(nullptr);
/**
* First, defer an operation to copy out the content from the rendertarget into a layer.
*/
auto copyToOp = mAllocator.create_trivial<CopyToLayerOp>(op, layerHandle);
BakedOpState* bakedState = BakedOpState::directConstruct(mAllocator,
&(currentLayer().repaintClip), dstRect, *copyToOp);
currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::CopyToLayer);
/**
* Defer a clear rect, so that clears from multiple unclipped layers can be drawn
* both 1) simultaneously, and 2) as long after the copyToLayer executes as possible
*/
currentLayer().deferLayerClear(dstRect);
/**
* And stash an operation to copy that layer back under the rendertarget until
* a balanced EndUnclippedLayerOp is seen
*/
auto copyFromOp = mAllocator.create_trivial<CopyFromLayerOp>(op, layerHandle);
bakedState = BakedOpState::directConstruct(mAllocator,
&(currentLayer().repaintClip), dstRect, *copyFromOp);
currentLayer().activeUnclippedSaveLayers.push_back(bakedState);
}
}
void FrameBuilder::deferEndUnclippedLayerOp(const EndUnclippedLayerOp& /* ignored */) {
LOG_ALWAYS_FATAL_IF(currentLayer().activeUnclippedSaveLayers.empty(), "no layer to end!");
BakedOpState* copyFromLayerOp = currentLayer().activeUnclippedSaveLayers.back();
currentLayer().activeUnclippedSaveLayers.pop_back();
if (copyFromLayerOp) {
currentLayer().deferUnmergeableOp(mAllocator, copyFromLayerOp, OpBatchType::CopyFromLayer);
}
}
void FrameBuilder::finishDefer() {
mCaches.fontRenderer.endPrecaching();
}
} // namespace uirenderer
} // namespace android