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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.
*/
#pragma once
#include "DisplayList.h"
#include "GLFunctorDrawable.h"
#include "RenderNodeDrawable.h"
#include <deque>
#include <SkLiteDL.h>
#include <SkLiteRecorder.h>
namespace android {
namespace uirenderer {
class Outline;
namespace skiapipeline {
/**
* This class is intended to be self contained, but still subclasses from
* DisplayList to make it easier to support switching between the two at
* runtime. The downside of this inheritance is that we pay for the overhead
* of the parent class construction/destruction without any real benefit.
*/
class SkiaDisplayList : public DisplayList {
public:
SkiaDisplayList() { SkASSERT(projectionReceiveIndex == -1); }
virtual ~SkiaDisplayList() {
/* Given that we are using a LinearStdAllocator to store some of the
* SkDrawable contents we must ensure that any other object that is
* holding a reference to those drawables is destroyed prior to their
* deletion.
*/
mDisplayList.reset();
}
/**
* This resets the DisplayList so that it behaves as if the object were newly
* constructed. The reuse avoids any overhead associated with destroying
* the SkLiteDL as well as the deques and vectors.
*/
void reset();
/**
* Use the linear allocator to create any SkDrawables needed by the display
* list. This could be dangerous as these objects are ref-counted, so we
* need to monitor that they don't extend beyond the lifetime of the class
* that creates them.
*/
template<class T, typename... Params>
SkDrawable* allocateDrawable(Params&&... params) {
return allocator.create<T>(std::forward<Params>(params)...);
}
bool isSkiaDL() const override { return true; }
/**
* Returns true if the DisplayList does not have any recorded content
*/
bool isEmpty() const override { return mDisplayList.empty(); }
/**
* Returns true if this list directly contains a GLFunctor drawing command.
*/
bool hasFunctor() const override { return !mChildFunctors.empty(); }
/**
* Returns true if this list directly contains a VectorDrawable drawing command.
*/
bool hasVectorDrawables() const override { return !mVectorDrawables.empty(); }
/**
* Attempts to reset and reuse this DisplayList.
*
* @return true if the displayList will be reused and therefore should not be deleted
*/
bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) override;
/**
* ONLY to be called by RenderNode::syncDisplayList so that we can notify any
* contained VectorDrawables or GLFunctors to sync their state.
*
* NOTE: This function can be folded into RenderNode when we no longer need
* to subclass from DisplayList
*/
void syncContents() override;
/**
* ONLY to be called by RenderNode::prepareTree in order to prepare this
* list while the UI thread is blocked. Here we can upload mutable bitmaps
* and notify our parent if any of our content has been invalidated and in
* need of a redraw. If the renderNode has any children then they are also
* call in order to prepare them.
*
* @return true if any content change requires the node to be invalidated
*
* NOTE: This function can be folded into RenderNode when we no longer need
* to subclass from DisplayList
*/
bool prepareListAndChildren(TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn) override;
/**
* Calls the provided function once for each child of this DisplayList
*/
void updateChildren(std::function<void(RenderNode*)> updateFn) override;
/**
* Returns true if there is a child render node that is a projection receiver.
*/
inline bool containsProjectionReceiver() const { return mProjectionReceiver; }
void attachRecorder(SkLiteRecorder* recorder, const SkIRect& bounds) {
recorder->reset(&mDisplayList, bounds);
}
void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); }
void output(std::ostream& output, uint32_t level) override;
/**
* We use std::deque here because (1) we need to iterate through these
* elements and (2) mDisplayList holds pointers to the elements, so they
* cannot relocate.
*/
std::deque<RenderNodeDrawable> mChildNodes;
std::deque<GLFunctorDrawable> mChildFunctors;
std::vector<SkImage*> mMutableImages;
std::vector<VectorDrawableRoot*> mVectorDrawables;
SkLiteDL mDisplayList;
//mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection
//receiver. It is set at record time and used at both prepare and draw tree traversals to
//make sure backward projected nodes are found and drawn immediately after mProjectionReceiver.
RenderNodeDrawable* mProjectionReceiver = nullptr;
//mProjectedOutline is valid only when render node tree is traversed during the draw pass.
//Render nodes that have a child receiver node, will store a pointer to their outline in
//mProjectedOutline. Child receiver node will apply the clip before any backward projected
//node is drawn.
const Outline* mProjectedOutline = nullptr;
//mProjectedReceiverParentMatrix is valid when render node tree is traversed during the draw
//pass. Render nodes that have a child receiver node, will store their matrix in
//mProjectedReceiverParentMatrix. Child receiver node will set the matrix and then clip with the
//outline of their parent.
SkMatrix mProjectedReceiverParentMatrix;
};
}; // namespace skiapipeline
}; // namespace uirenderer
}; // namespace android