blob: 0951fc158ace6c5241c055c9144d419f610105e6 [file] [log] [blame]
/*
* 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.
*/
#define ATRACE_TAG ATRACE_TAG_VIEW
#define LOG_TAG "OpenGLRenderer"
#include "RenderNode.h"
#include <algorithm>
#include <string>
#include <SkCanvas.h>
#include <algorithm>
#include "DamageAccumulator.h"
#include "Debug.h"
#include "DisplayListOp.h"
#include "LayerRenderer.h"
#include "OpenGLRenderer.h"
#include "TreeInfo.h"
#include "utils/MathUtils.h"
#include "utils/TraceUtils.h"
#include "renderthread/CanvasContext.h"
namespace android {
namespace uirenderer {
void RenderNode::debugDumpLayers(const char* prefix) {
if (mLayer) {
ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
prefix, this, getName(), mLayer, mLayer->getFbo(),
mLayer->wasBuildLayered ? "true" : "false");
}
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
}
}
}
RenderNode::RenderNode()
: mDirtyPropertyFields(0)
, mNeedsDisplayListDataSync(false)
, mDisplayListData(nullptr)
, mStagingDisplayListData(nullptr)
, mAnimatorManager(*this)
, mLayer(nullptr)
, mParentCount(0) {
}
RenderNode::~RenderNode() {
deleteDisplayListData();
delete mStagingDisplayListData;
if (mLayer) {
ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
mLayer->postDecStrong();
mLayer = nullptr;
}
}
void RenderNode::setStagingDisplayList(DisplayListData* data) {
mNeedsDisplayListDataSync = true;
delete mStagingDisplayListData;
mStagingDisplayListData = data;
}
/**
* This function is a simplified version of replay(), where we simply retrieve and log the
* display list. This function should remain in sync with the replay() function.
*/
void RenderNode::output(uint32_t level) {
ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
getName(),
(MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
(properties().hasShadow() ? ", casting shadow" : ""),
(isRenderable() ? "" : ", empty"),
(properties().getProjectBackwards() ? ", projected" : ""),
(mLayer != nullptr ? ", on HW Layer" : ""));
ALOGD("%*s%s %d", level * 2, "", "Save",
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
properties().debugOutputProperties(level);
int flags = DisplayListOp::kOpLogFlag_Recurse;
if (mDisplayListData) {
// TODO: consider printing the chunk boundaries here
for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
mDisplayListData->displayListOps[i]->output(level, flags);
}
}
ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
}
int RenderNode::getDebugSize() {
int size = sizeof(RenderNode);
if (mStagingDisplayListData) {
size += mStagingDisplayListData->getUsedSize();
}
if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
size += mDisplayListData->getUsedSize();
}
return size;
}
void RenderNode::prepareTree(TreeInfo& info) {
ATRACE_CALL();
LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
// Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
bool functorsNeedLayer = Properties::debugOverdraw;
prepareTreeImpl(info, functorsNeedLayer);
}
void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
mAnimatorManager.addAnimator(animator);
}
void RenderNode::damageSelf(TreeInfo& info) {
if (isRenderable()) {
if (properties().getClipDamageToBounds()) {
info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
} else {
// Hope this is big enough?
// TODO: Get this from the display list ops or something
info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
}
}
}
void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
LayerType layerType = properties().effectiveLayerType();
if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
// Damage applied so far needs to affect our parent, but does not require
// the layer to be updated. So we pop/push here to clear out the current
// damage and get a clean state for display list or children updates to
// affect, which will require the layer to be updated
info.damageAccumulator->popTransform();
info.damageAccumulator->pushTransform(this);
if (dirtyMask & DISPLAY_LIST) {
damageSelf(info);
}
}
}
void RenderNode::pushLayerUpdate(TreeInfo& info) {
LayerType layerType = properties().effectiveLayerType();
// If we are not a layer OR we cannot be rendered (eg, view was detached)
// we need to destroy any Layers we may have had previously
if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
if (CC_UNLIKELY(mLayer)) {
LayerRenderer::destroyLayer(mLayer);
mLayer = nullptr;
}
return;
}
bool transformUpdateNeeded = false;
if (!mLayer) {
mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
applyLayerPropertiesToLayer(info);
damageSelf(info);
transformUpdateNeeded = true;
} else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
LayerRenderer::destroyLayer(mLayer);
mLayer = nullptr;
}
damageSelf(info);
transformUpdateNeeded = true;
}
SkRect dirty;
info.damageAccumulator->peekAtDirty(&dirty);
if (!mLayer) {
Caches::getInstance().dumpMemoryUsage();
if (info.errorHandler) {
std::string msg = "Unable to create layer for ";
msg += getName();
info.errorHandler->onError(msg);
}
return;
}
if (transformUpdateNeeded) {
// update the transform in window of the layer to reset its origin wrt light source position
Matrix4 windowTransform;
info.damageAccumulator->computeCurrentTransform(&windowTransform);
mLayer->setWindowTransform(windowTransform);
}
if (dirty.intersect(0, 0, getWidth(), getHeight())) {
dirty.roundOut(&dirty);
mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
}
// This is not inside the above if because we may have called
// updateDeferred on a previous prepare pass that didn't have a renderer
if (info.renderer && mLayer->deferredUpdateScheduled) {
info.renderer->pushLayerUpdate(mLayer);
}
if (info.canvasContext) {
// There might be prefetched layers that need to be accounted for.
// That might be us, so tell CanvasContext that this layer is in the
// tree and should not be destroyed.
info.canvasContext->markLayerInUse(this);
}
}
/**
* Traverse down the the draw tree to prepare for a frame.
*
* MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
*
* While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
* stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
*/
void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
info.damageAccumulator->pushTransform(this);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingPropertiesChanges(info);
}
uint32_t animatorDirtyMask = 0;
if (CC_LIKELY(info.runAnimations)) {
animatorDirtyMask = mAnimatorManager.animate(info);
}
bool willHaveFunctor = false;
if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
} else if (mDisplayListData) {
willHaveFunctor = !mDisplayListData->functors.isEmpty();
}
bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
willHaveFunctor, functorsNeedLayer);
prepareLayer(info, animatorDirtyMask);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingDisplayListChanges(info);
}
prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
pushLayerUpdate(info);
info.damageAccumulator->popTransform();
}
void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
// Push the animators first so that setupStartValueIfNecessary() is called
// before properties() is trampled by stagingProperties(), as they are
// required by some animators.
if (CC_LIKELY(info.runAnimations)) {
mAnimatorManager.pushStaging();
}
if (mDirtyPropertyFields) {
mDirtyPropertyFields = 0;
damageSelf(info);
info.damageAccumulator->popTransform();
mProperties = mStagingProperties;
applyLayerPropertiesToLayer(info);
// We could try to be clever and only re-damage if the matrix changed.
// However, we don't need to worry about that. The cost of over-damaging
// here is only going to be a single additional map rect of this node
// plus a rect join(). The parent's transform (and up) will only be
// performed once.
info.damageAccumulator->pushTransform(this);
damageSelf(info);
}
}
void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
if (CC_LIKELY(!mLayer)) return;
const LayerProperties& props = properties().layerProperties();
mLayer->setAlpha(props.alpha(), props.xferMode());
mLayer->setColorFilter(props.colorFilter());
mLayer->setBlend(props.needsBlending());
}
void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
if (mNeedsDisplayListDataSync) {
mNeedsDisplayListDataSync = false;
// Make sure we inc first so that we don't fluctuate between 0 and 1,
// which would thrash the layer cache
if (mStagingDisplayListData) {
for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
}
}
// Damage with the old display list first then the new one to catch any
// changes in isRenderable or, in the future, bounds
damageSelf(info);
deleteDisplayListData();
// TODO: Remove this caches stuff
if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
}
mDisplayListData = mStagingDisplayListData;
mStagingDisplayListData = nullptr;
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
(*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
}
}
damageSelf(info);
}
}
void RenderNode::deleteDisplayListData() {
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
}
if (mDisplayListData->functors.size()) {
Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
}
}
delete mDisplayListData;
mDisplayListData = nullptr;
}
void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
if (subtree) {
TextureCache& cache = Caches::getInstance().textureCache;
info.out.hasFunctors |= subtree->functors.size();
for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
info.prepareTextures = cache.prefetchAndMarkInUse(
info.canvasContext, subtree->bitmapResources[i]);
}
for (size_t i = 0; i < subtree->children().size(); i++) {
DrawRenderNodeOp* op = subtree->children()[i];
RenderNode* childNode = op->mRenderNode;
info.damageAccumulator->pushTransform(&op->mTransformFromParent);
bool childFunctorsNeedLayer = functorsNeedLayer
// Recorded with non-rect clip, or canvas-rotated by parent
|| op->mRecordedWithPotentialStencilClip;
childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
info.damageAccumulator->popTransform();
}
}
}
void RenderNode::destroyHardwareResources() {
if (mLayer) {
LayerRenderer::destroyLayer(mLayer);
mLayer = nullptr;
}
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
}
if (mNeedsDisplayListDataSync) {
// Next prepare tree we are going to push a new display list, so we can
// drop our current one now
deleteDisplayListData();
}
}
}
void RenderNode::decParentRefCount() {
LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
mParentCount--;
if (!mParentCount) {
// If a child of ours is being attached to our parent then this will incorrectly
// destroy its hardware resources. However, this situation is highly unlikely
// and the failure is "just" that the layer is re-created, so this should
// be safe enough
destroyHardwareResources();
}
}
/*
* For property operations, we pass a savecount of 0, since the operations aren't part of the
* displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
* base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
*/
#define PROPERTY_SAVECOUNT 0
template <class T>
void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
#if DEBUG_DISPLAY_LIST
properties().debugOutputProperties(handler.level() + 1);
#endif
if (properties().getLeft() != 0 || properties().getTop() != 0) {
renderer.translate(properties().getLeft(), properties().getTop());
}
if (properties().getStaticMatrix()) {
renderer.concatMatrix(*properties().getStaticMatrix());
} else if (properties().getAnimationMatrix()) {
renderer.concatMatrix(*properties().getAnimationMatrix());
}
if (properties().hasTransformMatrix()) {
if (properties().isTransformTranslateOnly()) {
renderer.translate(properties().getTranslationX(), properties().getTranslationY());
} else {
renderer.concatMatrix(*properties().getTransformMatrix());
}
}
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
renderer.scaleAlpha(properties().getAlpha());
} else {
// savelayer needed to create an offscreen buffer
Rect layerBounds(0, 0, getWidth(), getHeight());
if (clipFlags) {
properties().getClippingRectForFlags(clipFlags, &layerBounds);
clipFlags = 0; // all clipping done by savelayer
}
SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
layerBounds.left, layerBounds.top,
layerBounds.right, layerBounds.bottom,
(int) (properties().getAlpha() * 255),
SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
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", getName(),
static_cast<int>(getWidth()),
static_cast<int>(getHeight()));
}
}
if (clipFlags) {
Rect clipRect;
properties().getClippingRectForFlags(clipFlags, &clipRect);
ClipRectOp* op = new (handler.allocator()) ClipRectOp(
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
SkRegion::kIntersect_Op);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
// TODO: support nesting round rect clips
if (mProperties.getRevealClip().willClip()) {
Rect bounds;
mProperties.getRevealClip().getBounds(&bounds);
renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
} else if (mProperties.getOutline().willClip()) {
renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
}
}
/**
* Apply property-based transformations to input matrix
*
* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
* matrix computation instead of the Skia 3x3 matrix + camera hackery.
*/
void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
if (properties().getLeft() != 0 || properties().getTop() != 0) {
matrix.translate(properties().getLeft(), properties().getTop());
}
if (properties().getStaticMatrix()) {
mat4 stat(*properties().getStaticMatrix());
matrix.multiply(stat);
} else if (properties().getAnimationMatrix()) {
mat4 anim(*properties().getAnimationMatrix());
matrix.multiply(anim);
}
bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
if (properties().hasTransformMatrix() || applyTranslationZ) {
if (properties().isTransformTranslateOnly()) {
matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
true3dTransform ? properties().getZ() : 0.0f);
} else {
if (!true3dTransform) {
matrix.multiply(*properties().getTransformMatrix());
} else {
mat4 true3dMat;
true3dMat.loadTranslate(
properties().getPivotX() + properties().getTranslationX(),
properties().getPivotY() + properties().getTranslationY(),
properties().getZ());
true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
true3dMat.rotate(properties().getRotation(), 0, 0, 1);
true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
matrix.multiply(true3dMat);
}
}
}
}
/**
* Organizes the DisplayList hierarchy to prepare for background projection reordering.
*
* This should be called before a call to defer() or drawDisplayList()
*
* Each DisplayList that serves as a 3d root builds its list of composited children,
* which are flagged to not draw in the standard draw loop.
*/
void RenderNode::computeOrdering() {
ATRACE_CALL();
mProjectedNodes.clear();
// TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
// transform properties are applied correctly to top level children
if (mDisplayListData == nullptr) return;
for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
childOp->mRenderNode->computeOrderingImpl(childOp,
properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
}
}
void RenderNode::computeOrderingImpl(
DrawRenderNodeOp* opState,
const SkPath* outlineOfProjectionSurface,
Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
const mat4* transformFromProjectionSurface) {
mProjectedNodes.clear();
if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
// TODO: should avoid this calculation in most cases
// TODO: just calculate single matrix, down to all leaf composited elements
Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
if (properties().getProjectBackwards()) {
// composited projectee, flag for out of order draw, save matrix, and store in proj surface
opState->mSkipInOrderDraw = true;
opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
compositedChildrenOfProjectionSurface->add(opState);
} else {
// standard in order draw
opState->mSkipInOrderDraw = false;
}
if (mDisplayListData->children().size() > 0) {
const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
bool haveAppliedPropertiesToProjection = false;
for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
RenderNode* child = childOp->mRenderNode;
const SkPath* projectionOutline = nullptr;
Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
const mat4* projectionTransform = nullptr;
if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
// if receiving projections, collect projecting descendant
// Note that if a direct descendant is projecting backwards, we pass its
// grandparent projection collection, since it shouldn't project onto its
// parent, where it will already be drawing.
projectionOutline = properties().getOutline().getPath();
projectionChildren = &mProjectedNodes;
projectionTransform = &mat4::identity();
} else {
if (!haveAppliedPropertiesToProjection) {
applyViewPropertyTransforms(localTransformFromProjectionSurface);
haveAppliedPropertiesToProjection = true;
}
projectionOutline = outlineOfProjectionSurface;
projectionChildren = compositedChildrenOfProjectionSurface;
projectionTransform = &localTransformFromProjectionSurface;
}
child->computeOrderingImpl(childOp,
projectionOutline, projectionChildren, projectionTransform);
}
}
}
class DeferOperationHandler {
public:
DeferOperationHandler(DeferStateStruct& deferStruct, int level)
: mDeferStruct(deferStruct), mLevel(level) {}
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
}
inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
inline void startMark(const char* name) {} // do nothing
inline void endMark() {}
inline int level() { return mLevel; }
inline int replayFlags() { return mDeferStruct.mReplayFlags; }
inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
private:
DeferStateStruct& mDeferStruct;
const int mLevel;
};
void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
DeferOperationHandler handler(deferStruct, level);
issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
}
class ReplayOperationHandler {
public:
ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
: mReplayStruct(replayStruct), mLevel(level) {}
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
mReplayStruct.mRenderer.eventMark(operation->name());
#endif
operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
}
inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
inline void startMark(const char* name) {
mReplayStruct.mRenderer.startMark(name);
}
inline void endMark() {
mReplayStruct.mRenderer.endMark();
}
inline int level() { return mLevel; }
inline int replayFlags() { return mReplayStruct.mReplayFlags; }
inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
private:
ReplayStateStruct& mReplayStruct;
const int mLevel;
};
void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
ReplayOperationHandler handler(replayStruct, level);
issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
}
void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
if (chunk.beginChildIndex == chunk.endChildIndex) return;
for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
RenderNode* child = childOp->mRenderNode;
float childZ = child->properties().getZ();
if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
childOp->mSkipInOrderDraw = true;
} else if (!child->properties().getProjectBackwards()) {
// regular, in order drawing DisplayList
childOp->mSkipInOrderDraw = 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 <class T>
void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
if (properties().getAlpha() <= 0.0f
|| properties().getOutline().getAlpha() <= 0.0f
|| !properties().getOutline().getPath()) {
// no shadow to draw
return;
}
mat4 shadowMatrixXY(transformFromParent);
applyViewPropertyTransforms(shadowMatrixXY);
// Z matrix needs actual 3d transformation, so mapped z values will be correct
mat4 shadowMatrixZ(transformFromParent);
applyViewPropertyTransforms(shadowMatrixZ, true);
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* outlinePath = casterOutlinePath;
// intersect the outline with the reveal clip, if present
if (revealClipPath) {
frameAllocatedPath = handler.allocPathForFrame();
Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
outlinePath = frameAllocatedPath;
}
// intersect the outline with the clipBounds, if present
if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
if (!frameAllocatedPath) {
frameAllocatedPath = handler.allocPathForFrame();
}
Rect clipBounds;
properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
SkPath clipBoundsPath;
clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
clipBounds.right, clipBounds.bottom);
Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
outlinePath = frameAllocatedPath;
}
DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
#define SHADOW_DELTA 0.1f
template <class T>
void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
OpenGLRenderer& renderer, T& handler) {
const int size = zTranslatedNodes.size();
if (size == 0
|| (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
|| (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
// no 3d children to draw
return;
}
// Apply the base transform of the parent of the 3d children. This isolates
// 3d children of the current chunk from transformations made in previous chunks.
int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
renderer.setMatrix(initialTransform);
/**
* 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 == kNegativeZChildren) {
drawIndex = 0;
endIndex = nonNegativeIndex;
shadowIndex = endIndex; // draw no shadows
} else {
drawIndex = nonNegativeIndex;
endIndex = size;
shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
}
DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
float lastCasterZ = 0.0f;
while (shadowIndex < endIndex || drawIndex < endIndex) {
if (shadowIndex < endIndex) {
DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
RenderNode* caster = casterOp->mRenderNode;
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 < SHADOW_DELTA) {
caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
shadowIndex++;
continue;
}
}
// only the actual child DL draw needs to be in save/restore,
// since it modifies the renderer's matrix
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
renderer.concatMatrix(childOp->mTransformFromParent);
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
childOp->mSkipInOrderDraw = true;
renderer.restoreToCount(restoreTo);
drawIndex++;
}
renderer.restoreToCount(rootRestoreTo);
}
template <class T>
void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
int restoreTo = renderer.getSaveCount();
LinearAllocator& alloc = handler.allocator();
handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
// Transform renderer to match background we're projecting onto
// (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
const DisplayListOp* op =
(mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
// If the projection reciever has an outline, we mask projected content to it
// (which we know, apriori, are all tessellated paths)
renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
// draw projected nodes
for (size_t i = 0; i < mProjectedNodes.size(); i++) {
DrawRenderNodeOp* childOp = mProjectedNodes[i];
// matrix save, concat, and restore can be done safely without allocating operations
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
childOp->mSkipInOrderDraw = true;
renderer.restoreToCount(restoreTo);
}
handler(new (alloc) RestoreToCountOp(restoreTo),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
/**
* This function serves both defer and replay modes, and will organize the displayList's component
* operations for a single frame:
*
* Every 'simple' state operation that affects just the matrix and alpha (or other factors of
* DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
* defer logic) and operations in displayListOps are issued through the 'handler' which handles the
* defer vs replay logic, per operation
*/
template <class T>
void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
if (mDisplayListData->isEmpty()) {
DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
this, getName());
return;
}
const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
// If we are updating the contents of mLayer, we don't want to apply any of
// the RenderNode's properties to this issueOperations pass. Those will all
// be applied when the layer is drawn, aka when this is true.
const bool useViewProperties = (!mLayer || drawLayer);
if (useViewProperties) {
const Outline& outline = properties().getOutline();
if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
this, getName());
return;
}
}
handler.startMark(getName());
#if DEBUG_DISPLAY_LIST
const Rect& clipRect = renderer.getLocalClipBounds();
DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
handler.level() * 2, "", this, getName(),
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
#endif
LinearAllocator& alloc = handler.allocator();
int restoreTo = renderer.getSaveCount();
handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
if (useViewProperties) {
setViewProperties<T>(renderer, handler);
}
bool quickRejected = properties().getClipToBounds()
&& renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
if (!quickRejected) {
Matrix4 initialTransform(*(renderer.currentTransform()));
renderer.setBaseTransform(initialTransform);
if (drawLayer) {
handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
renderer.getSaveCount() - 1, properties().getClipToBounds());
} else {
const int saveCountOffset = renderer.getSaveCount() - 1;
const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
buildZSortedChildList(chunk, zTranslatedNodes);
issueOperationsOf3dChildren(kNegativeZChildren,
initialTransform, zTranslatedNodes, renderer, handler);
for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
#if DEBUG_DISPLAY_LIST
op->output(handler.level() + 1);
#endif
handler(op, saveCountOffset, properties().getClipToBounds());
if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
opIndex == static_cast<size_t>(projectionReceiveIndex))) {
issueOperationsOfProjectedChildren(renderer, handler);
}
}
issueOperationsOf3dChildren(kPositiveZChildren,
initialTransform, zTranslatedNodes, renderer, handler);
}
}
}
DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
handler(new (alloc) RestoreToCountOp(restoreTo),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
handler.endMark();
}
} /* namespace uirenderer */
} /* namespace android */