blob: 36d02ecbc8bbf827906fa06cc2d43d827002caab [file] [log] [blame]
/*
* 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 "SkiaDisplayList.h"
#include "renderthread/CanvasContext.h"
#include "VectorDrawable.h"
#include <SkImagePriv.h>
namespace android {
namespace uirenderer {
namespace skiapipeline {
SkiaDisplayList::SkiaDisplayList(SkRect bounds) : mDrawable(SkLiteDL::New(bounds)) {
SkASSERT(projectionReceiveIndex == -1);
}
void SkiaDisplayList::syncContents() {
for (auto& functor : mChildFunctors) {
functor.syncFunctor();
}
for (auto& vectorDrawable : mVectorDrawables) {
vectorDrawable->syncProperties();
}
}
bool SkiaDisplayList::reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) {
reset(SkRect::MakeEmpty());
node->attachAvailableList(this);
return true;
}
void SkiaDisplayList::updateChildren(std::function<void(RenderNode*)> updateFn) {
for (auto& child : mChildNodes) {
updateFn(child.getRenderNode());
}
}
bool SkiaDisplayList::prepareListAndChildren(TreeObserver& observer, TreeInfo& info,
bool functorsNeedLayer,
std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn) {
// If the prepare tree is triggered by the UI thread and no previous call to
// pinImages has failed then we must pin all mutable images in the GPU cache
// until the next UI thread draw.
if (info.prepareTextures && !info.canvasContext.pinImages(mMutableImages)) {
// In the event that pinning failed we prevent future pinImage calls for the
// remainder of this tree traversal and also unpin any currently pinned images
// to free up GPU resources.
info.prepareTextures = false;
info.canvasContext.unpinImages();
}
bool hasBackwardProjectedNodesHere = false;
bool hasBackwardProjectedNodesSubtree= false;
for (auto& child : mChildNodes) {
hasBackwardProjectedNodesHere |= child.getNodeProperties().getProjectBackwards();
RenderNode* childNode = child.getRenderNode();
Matrix4 mat4(child.getRecordedMatrix());
info.damageAccumulator->pushTransform(&mat4);
// TODO: a layer is needed if the canvas is rotated or has a non-rect clip
info.hasBackwardProjectedNodes = false;
childFn(childNode, observer, info, functorsNeedLayer);
hasBackwardProjectedNodesSubtree |= info.hasBackwardProjectedNodes;
info.damageAccumulator->popTransform();
}
//The purpose of next block of code is to reset projected display list if there are no
//backward projected nodes. This speeds up drawing, by avoiding an extra walk of the tree
if (mProjectionReceiver) {
mProjectionReceiver->setProjectedDisplayList(hasBackwardProjectedNodesSubtree ? this : nullptr);
info.hasBackwardProjectedNodes = hasBackwardProjectedNodesHere;
} else {
info.hasBackwardProjectedNodes = hasBackwardProjectedNodesSubtree
|| hasBackwardProjectedNodesHere;
}
bool isDirty = false;
for (auto& vectorDrawable : mVectorDrawables) {
// If any vector drawable in the display list needs update, damage the node.
if (vectorDrawable->isDirty()) {
isDirty = true;
}
vectorDrawable->setPropertyChangeWillBeConsumed(true);
}
return isDirty;
}
void SkiaDisplayList::reset(SkRect bounds) {
mProjectionReceiver = nullptr;
mDrawable->reset(bounds);
mMutableImages.clear();
mVectorDrawables.clear();
mChildFunctors.clear();
mChildNodes.clear();
projectionReceiveIndex = -1;
allocator.~LinearAllocator();
new (&allocator) LinearAllocator();
}
}; // namespace skiapipeline
}; // namespace uirenderer
}; // namespace android