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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 ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
class DrawRenderNodeOp;
/**
* 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
// TODO: move this allocator to be owned by object with clear frame lifecycle
LinearAllocator * const mAllocator;
SkPath* allocPathForFrame() {
return mRenderer.allocPathForFrame();
}
};
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 {
friend class DisplayListRenderer;
public:
struct Chunk {
// range of included ops in DLD::displayListOps
size_t beginOpIndex;
size_t endOpIndex;
// range of included children in DLD::mChildren
size_t beginChildIndex;
size_t endChildIndex;
// whether children with non-zero Z in the chunk should be reordered
bool reorderChildren;
};
DisplayListData();
~DisplayListData();
// pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
// 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<Functor*> functors;
const Vector<Chunk>& getChunks() const {
return chunks;
}
size_t addChild(DrawRenderNodeOp* childOp);
const Vector<DrawRenderNodeOp*>& children() { return mChildren; }
void ref(VirtualLightRefBase* prop) {
mReferenceHolders.push(prop);
}
size_t getUsedSize() {
return allocator.usedSize();
}
bool isEmpty() {
return !hasDrawOps;
}
private:
Vector< sp<VirtualLightRefBase> > mReferenceHolders;
// list of children display lists for quick, non-drawing traversal
Vector<DrawRenderNodeOp*> mChildren;
Vector<Chunk> chunks;
// allocator into which all ops were allocated
LinearAllocator allocator;
bool hasDrawOps;
void cleanupResources();
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H