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/*
* 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.
*/
#include "CanvasState.h"
#include "hwui/Canvas.h"
#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
CanvasState::CanvasState(CanvasStateClient& renderer)
: mDirtyClip(false)
, mWidth(-1)
, mHeight(-1)
, mSaveCount(1)
, mCanvas(renderer)
, mSnapshot(&mFirstSnapshot) {
}
CanvasState::~CanvasState() {
// First call freeSnapshot on all but mFirstSnapshot
// to invoke all the dtors
freeAllSnapshots();
// Now actually release the memory
while (mSnapshotPool) {
void* temp = mSnapshotPool;
mSnapshotPool = mSnapshotPool->previous;
free(temp);
}
}
void CanvasState::initializeRecordingSaveStack(int viewportWidth, int viewportHeight) {
if (mWidth != viewportWidth || mHeight != viewportHeight) {
mWidth = viewportWidth;
mHeight = viewportHeight;
mFirstSnapshot.initializeViewport(viewportWidth, viewportHeight);
mCanvas.onViewportInitialized();
}
freeAllSnapshots();
mSnapshot = allocSnapshot(&mFirstSnapshot, SaveFlags::MatrixClip);
mSnapshot->setRelativeLightCenter(Vector3());
mSaveCount = 1;
}
void CanvasState::initializeSaveStack(
int viewportWidth, int viewportHeight,
float clipLeft, float clipTop,
float clipRight, float clipBottom, const Vector3& lightCenter) {
if (mWidth != viewportWidth || mHeight != viewportHeight) {
mWidth = viewportWidth;
mHeight = viewportHeight;
mFirstSnapshot.initializeViewport(viewportWidth, viewportHeight);
mCanvas.onViewportInitialized();
}
freeAllSnapshots();
mSnapshot = allocSnapshot(&mFirstSnapshot, SaveFlags::MatrixClip);
mSnapshot->setClip(clipLeft, clipTop, clipRight, clipBottom);
mSnapshot->fbo = mCanvas.getTargetFbo();
mSnapshot->setRelativeLightCenter(lightCenter);
mSaveCount = 1;
}
Snapshot* CanvasState::allocSnapshot(Snapshot* previous, int savecount) {
void* memory;
if (mSnapshotPool) {
memory = mSnapshotPool;
mSnapshotPool = mSnapshotPool->previous;
mSnapshotPoolCount--;
} else {
memory = malloc(sizeof(Snapshot));
}
return new (memory) Snapshot(previous, savecount);
}
void CanvasState::freeSnapshot(Snapshot* snapshot) {
snapshot->~Snapshot();
// Arbitrary number, just don't let this grown unbounded
if (mSnapshotPoolCount > 10) {
free((void*) snapshot);
} else {
snapshot->previous = mSnapshotPool;
mSnapshotPool = snapshot;
mSnapshotPoolCount++;
}
}
void CanvasState::freeAllSnapshots() {
while (mSnapshot != &mFirstSnapshot) {
Snapshot* temp = mSnapshot;
mSnapshot = mSnapshot->previous;
freeSnapshot(temp);
}
}
///////////////////////////////////////////////////////////////////////////////
// Save (layer)
///////////////////////////////////////////////////////////////////////////////
/**
* Guaranteed to save without side-effects
*
* This approach, here and in restoreSnapshot(), allows subclasses to directly manipulate the save
* stack, and ensures restoreToCount() doesn't call back into subclass overrides.
*/
int CanvasState::saveSnapshot(int flags) {
mSnapshot = allocSnapshot(mSnapshot, flags);
return mSaveCount++;
}
int CanvasState::save(int flags) {
return saveSnapshot(flags);
}
/**
* Guaranteed to restore without side-effects.
*/
void CanvasState::restoreSnapshot() {
Snapshot* toRemove = mSnapshot;
Snapshot* toRestore = mSnapshot->previous;
mSaveCount--;
mSnapshot = toRestore;
// subclass handles restore implementation
mCanvas.onSnapshotRestored(*toRemove, *toRestore);
freeSnapshot(toRemove);
}
void CanvasState::restore() {
if (mSaveCount > 1) {
restoreSnapshot();
}
}
void CanvasState::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
while (mSaveCount > saveCount) {
restoreSnapshot();
}
}
///////////////////////////////////////////////////////////////////////////////
// Matrix
///////////////////////////////////////////////////////////////////////////////
void CanvasState::getMatrix(SkMatrix* matrix) const {
mSnapshot->transform->copyTo(*matrix);
}
void CanvasState::translate(float dx, float dy, float dz) {
mSnapshot->transform->translate(dx, dy, dz);
}
void CanvasState::rotate(float degrees) {
mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void CanvasState::scale(float sx, float sy) {
mSnapshot->transform->scale(sx, sy, 1.0f);
}
void CanvasState::skew(float sx, float sy) {
mSnapshot->transform->skew(sx, sy);
}
void CanvasState::setMatrix(const SkMatrix& matrix) {
mSnapshot->transform->load(matrix);
}
void CanvasState::setMatrix(const Matrix4& matrix) {
*(mSnapshot->transform) = matrix;
}
void CanvasState::concatMatrix(const SkMatrix& matrix) {
mat4 transform(matrix);
mSnapshot->transform->multiply(transform);
}
void CanvasState::concatMatrix(const Matrix4& matrix) {
mSnapshot->transform->multiply(matrix);
}
///////////////////////////////////////////////////////////////////////////////
// Clip
///////////////////////////////////////////////////////////////////////////////
bool CanvasState::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
mSnapshot->clip(Rect(left, top, right, bottom), op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipPath(const SkPath* path, SkRegion::Op op) {
mSnapshot->clipPath(*path, op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipRegion(const SkRegion* region, SkRegion::Op op) {
mSnapshot->clipRegionTransformed(*region, op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
void CanvasState::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
Rect bounds;
float radius;
if (!outline->getAsRoundRect(&bounds, &radius)) return; // only RR supported
bool outlineIsRounded = MathUtils::isPositive(radius);
if (!outlineIsRounded || currentTransform()->isSimple()) {
// TODO: consider storing this rect separately, so that this can't be replaced with clip ops
clipRect(bounds.left, bounds.top, bounds.right, bounds.bottom, SkRegion::kIntersect_Op);
}
if (outlineIsRounded) {
setClippingRoundRect(allocator, bounds, radius, false);
}
}
void CanvasState::setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority) {
mSnapshot->setClippingRoundRect(allocator, rect, radius, highPriority);
}
void CanvasState::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
mSnapshot->setProjectionPathMask(allocator, path);
}
///////////////////////////////////////////////////////////////////////////////
// Quick Rejection
///////////////////////////////////////////////////////////////////////////////
/**
* Calculates whether content drawn within the passed bounds would be outside of, or intersect with
* the clipRect. Does not modify the scissor.
*
* @param clipRequired if not null, will be set to true if element intersects clip
* (and wasn't rejected)
*
* @param snapOut if set, the geometry will be treated as having an AA ramp.
* See Rect::snapGeometryToPixelBoundaries()
*/
bool CanvasState::calculateQuickRejectForScissor(float left, float top,
float right, float bottom,
bool* clipRequired, bool* roundRectClipRequired,
bool snapOut) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.snapGeometryToPixelBoundaries(snapOut);
Rect clipRect(currentRenderTargetClip());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
// clip is required if geometry intersects clip rect
if (clipRequired) {
*clipRequired = !clipRect.contains(r);
}
// round rect clip is required if RR clip exists, and geometry intersects its corners
if (roundRectClipRequired) {
*roundRectClipRequired = mSnapshot->roundRectClipState != nullptr
&& mSnapshot->roundRectClipState->areaRequiresRoundRectClip(r);
}
return false;
}
bool CanvasState::quickRejectConservative(float left, float top,
float right, float bottom) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.roundOut(); // rounded out to be conservative
Rect clipRect(currentRenderTargetClip());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
return false;
}
} // namespace uirenderer
} // namespace android