android_frameworks_base/libs/hwui/DisplayListCanvas.h

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/*
* Copyright (C) 2010 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_RENDERER_H
#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#include <SkDrawFilter.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <SkRegion.h>
#include <SkTLazy.h>
#include <cutils/compiler.h>
#include "Canvas.h"
#include "CanvasState.h"
#include "DisplayList.h"
#include "SkiaCanvasProxy.h"
#include "RenderNode.h"
#include "ResourceCache.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayList;
class DeferredLayerUpdater;
class DisplayListOp;
class DrawOp;
class RenderNode;
class StateOp;
/**
* Records drawing commands in a display list for later playback into an OpenGLRenderer.
*/
class ANDROID_API DisplayListCanvas: public Canvas, public CanvasStateClient {
public:
DisplayListCanvas();
virtual ~DisplayListCanvas();
void insertReorderBarrier(bool enableReorder);
DisplayListData* finishRecording();
// ----------------------------------------------------------------------------
// HWUI Frame state operations
// ----------------------------------------------------------------------------
void prepareDirty(float left, float top, float right, float bottom);
void prepare() { prepareDirty(0.0f, 0.0f, width(), height()); }
bool finish();
void interrupt();
void resume();
Use optimized display lists for all hwaccelerated rendering Previously, display lists were used only if hardware acceleration was enabled for an application (hardwareAccelerated=true) *and* if setDrawingCacheEnabled(true) was called. This change makes the framework use display lists for all views in an application if hardware acceleration is enabled. In addition, display list renderering has been optimized so that any view's recreation of its own display list (which is necessary whenever the visuals of that view change) will not cause any other display list in its parent hierarchy to change. Instead, when there are any visual changes in the hierarchy, only those views which need to have new display list content will recreate their display lists. This optimization works by caching display list references in each parent display list (so the container of some child will refer to its child's display list by a reference to the child's display list). Then when a view needs to recreate its display list, it will do so inside the same display list object. This will cause the content to get refreshed, but not the reference to that content. Then when the view hierarchy is redrawn, it will automatically pick up the new content from the old reference. This optimization will not necessarily improve performance when applications need to update the entire view hierarchy or redraw the entire screen, but it does show significant improvements when redrawing only a portion of the screen, especially when the regions that are not refreshed are complex and time- consuming to redraw. Change-Id: I68d21cac6a224a05703070ec85253220cb001eb4
2011-01-10 14:10:36 -08:00
// ----------------------------------------------------------------------------
// HWUI Canvas state operations
// ----------------------------------------------------------------------------
void setViewport(int width, int height) { mState.setViewport(width, height); }
const Rect& getRenderTargetClipBounds() const { return mState.getRenderTargetClipBounds(); }
bool isCurrentTransformSimple() {
return mState.currentTransform()->isSimple();
}
// ----------------------------------------------------------------------------
// HWUI Canvas draw operations
// ----------------------------------------------------------------------------
// Bitmap-based
void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
// TODO: move drawPatch() to Canvas.h
void drawPatch(const SkBitmap& bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint);
// Shapes
void drawRects(const float* rects, int count, const SkPaint* paint);
void drawRoundRect(CanvasPropertyPrimitive* left, CanvasPropertyPrimitive* top,
CanvasPropertyPrimitive* right, CanvasPropertyPrimitive* bottom,
CanvasPropertyPrimitive* rx, CanvasPropertyPrimitive* ry,
CanvasPropertyPaint* paint);
void drawCircle(CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint);
// ----------------------------------------------------------------------------
// HWUI Canvas draw operations - special
// ----------------------------------------------------------------------------
void drawLayer(DeferredLayerUpdater* layerHandle, float x, float y);
void drawRenderNode(RenderNode* renderNode);
// TODO: rename for consistency
void callDrawGLFunction(Functor* functor);
void setHighContrastText(bool highContrastText) {
mHighContrastText = highContrastText;
}
// ----------------------------------------------------------------------------
// CanvasStateClient interface
// ----------------------------------------------------------------------------
virtual void onViewportInitialized() override { }
virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override { }
virtual GLuint getTargetFbo() const override { return -1; }
// ----------------------------------------------------------------------------
// android/graphics/Canvas interface
// ----------------------------------------------------------------------------
virtual SkCanvas* asSkCanvas() override;
virtual void setBitmap(const SkBitmap& bitmap) override {
LOG_ALWAYS_FATAL("DisplayListCanvas is not backed by a bitmap.");
}
virtual bool isOpaque() override { return false; }
virtual int width() override { return mState.getWidth(); }
virtual int height() override { return mState.getHeight(); }
// ----------------------------------------------------------------------------
// android/graphics/Canvas state operations
// ----------------------------------------------------------------------------
// Save (layer)
virtual int getSaveCount() const override { return mState.getSaveCount(); }
virtual int save(SkCanvas::SaveFlags flags) override;
virtual void restore() override;
virtual void restoreToCount(int saveCount) override;
virtual int saveLayer(float left, float top, float right, float bottom, const SkPaint* paint,
SkCanvas::SaveFlags flags) override;
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, SkCanvas::SaveFlags flags) override {
SkPaint paint;
paint.setAlpha(alpha);
return saveLayer(left, top, right, bottom, &paint, flags);
}
// Matrix
virtual void getMatrix(SkMatrix* outMatrix) const override { mState.getMatrix(outMatrix); }
virtual void setMatrix(const SkMatrix& matrix) override;
virtual void concat(const SkMatrix& matrix) override;
virtual void rotate(float degrees) override;
virtual void scale(float sx, float sy) override;
virtual void skew(float sx, float sy) override;
virtual void translate(float dx, float dy) override;
// Clip
virtual bool getClipBounds(SkRect* outRect) const override;
virtual bool quickRejectRect(float left, float top, float right, float bottom) const override;
virtual bool quickRejectPath(const SkPath& path) const override;
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op) override;
virtual bool clipPath(const SkPath* path, SkRegion::Op op) override;
virtual bool clipRegion(const SkRegion* region, SkRegion::Op op) override;
// Misc
virtual SkDrawFilter* getDrawFilter() override { return mDrawFilter.get(); }
virtual void setDrawFilter(SkDrawFilter* filter) override;
// ----------------------------------------------------------------------------
// android/graphics/Canvas draw operations
// ----------------------------------------------------------------------------
virtual void drawColor(int color, SkXfermode::Mode mode) override;
virtual void drawPaint(const SkPaint& paint) override;
// Geometry
virtual void drawPoint(float x, float y, const SkPaint& paint) override {
float points[2] = { x, y };
drawPoints(points, 2, paint);
}
virtual void drawPoints(const float* points, int count, const SkPaint& paint) override;
virtual void drawLine(float startX, float startY, float stopX, float stopY,
const SkPaint& paint) override {
float points[4] = { startX, startY, stopX, stopY };
drawLines(points, 4, paint);
}
virtual void drawLines(const float* points, int count, const SkPaint& paint) override;
virtual void drawRect(float left, float top, float right, float bottom, const SkPaint& paint) override;
virtual void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint& paint) override;
virtual void drawCircle(float x, float y, float radius, const SkPaint& paint) override;
virtual void drawOval(float left, float top, float right, float bottom, const SkPaint& paint) override;
virtual void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint& paint) override;
virtual void drawPath(const SkPath& path, const SkPaint& paint) override;
virtual void drawVertices(SkCanvas::VertexMode vertexMode, int vertexCount,
const float* verts, const float* tex, const int* colors,
const uint16_t* indices, int indexCount, const SkPaint& paint) override
{ /* DisplayListCanvas does not support drawVertices(); ignore */ }
// Bitmap-based
virtual void drawBitmap(const SkBitmap& bitmap, float left, float top, const SkPaint* paint) override;
virtual void drawBitmap(const SkBitmap& bitmap, const SkMatrix& matrix,
const SkPaint* paint) override;
virtual void drawBitmap(const SkBitmap& bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) override;
virtual void drawBitmapMesh(const SkBitmap& bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) override;
// Text
virtual void drawText(const uint16_t* glyphs, const float* positions, int count,
const SkPaint& paint, float x, float y, float boundsLeft, float boundsTop,
float boundsRight, float boundsBottom, float totalAdvance) override;
virtual void drawPosText(const uint16_t* text, const float* positions, int count,
int posCount, const SkPaint& paint) override;
virtual void drawTextOnPath(const uint16_t* glyphs, int count, const SkPath& path,
float hOffset, float vOffset, const SkPaint& paint) override;
virtual bool drawTextAbsolutePos() const override { return false; }
private:
CanvasState mState;
std::unique_ptr<SkiaCanvasProxy> mSkiaCanvasProxy;
enum DeferredBarrierType {
kBarrier_None,
kBarrier_InOrder,
kBarrier_OutOfOrder,
};
void flushRestoreToCount();
void flushTranslate();
void flushReorderBarrier();
LinearAllocator& alloc() { return mDisplayListData->allocator; }
// Each method returns final index of op
size_t addOpAndUpdateChunk(DisplayListOp* op);
// flushes any deferred operations, and appends the op
size_t flushAndAddOp(DisplayListOp* op);
size_t addStateOp(StateOp* op);
size_t addDrawOp(DrawOp* op);
size_t addRenderNodeOp(DrawRenderNodeOp* op);
void refBitmapsInShader(const SkShader* shader);
template<class T>
inline const T* refBuffer(const T* srcBuffer, int32_t count) {
if (!srcBuffer) return nullptr;
T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
memcpy(dstBuffer, srcBuffer, count * sizeof(T));
return dstBuffer;
}
inline char* refText(const char* text, size_t byteLength) {
return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
}
inline const SkPath* refPath(const SkPath* path) {
if (!path) return nullptr;
// The points/verbs within the path are refcounted so this copy operation
// is inexpensive and maintains the generationID of the original path.
const SkPath* cachedPath = new SkPath(*path);
mDisplayListData->pathResources.add(cachedPath);
return cachedPath;
}
inline const SkPaint* refPaint(const SkPaint* paint) {
if (!paint) return nullptr;
// If there is a draw filter apply it here and store the modified paint
// so that we don't need to modify the paint every time we access it.
SkTLazy<SkPaint> filteredPaint;
if (mDrawFilter.get()) {
filteredPaint.set(*paint);
mDrawFilter->filter(filteredPaint.get(), SkDrawFilter::kPaint_Type);
paint = filteredPaint.get();
}
// compute the hash key for the paint and check the cache.
const uint32_t key = paint->getHash();
const SkPaint* cachedPaint = mPaintMap.valueFor(key);
// In the unlikely event that 2 unique paints have the same hash we do a
// object equality check to ensure we don't erroneously dedup them.
if (cachedPaint == nullptr || *cachedPaint != *paint) {
cachedPaint = new SkPaint(*paint);
std::unique_ptr<const SkPaint> copy(cachedPaint);
mDisplayListData->paints.push_back(std::move(copy));
// replaceValueFor() performs an add if the entry doesn't exist
mPaintMap.replaceValueFor(key, cachedPaint);
refBitmapsInShader(cachedPaint->getShader());
}
return cachedPaint;
}
inline SkPaint* copyPaint(const SkPaint* paint) {
if (!paint) return nullptr;
SkPaint* returnPaint = new SkPaint(*paint);
std::unique_ptr<const SkPaint> copy(returnPaint);
mDisplayListData->paints.push_back(std::move(copy));
return returnPaint;
}
inline const SkRegion* refRegion(const SkRegion* region) {
if (!region) {
return region;
}
const SkRegion* cachedRegion = mRegionMap.valueFor(region);
// TODO: Add generation ID to SkRegion
if (cachedRegion == nullptr) {
std::unique_ptr<const SkRegion> copy(new SkRegion(*region));
cachedRegion = copy.get();
mDisplayListData->regions.push_back(std::move(copy));
// replaceValueFor() performs an add if the entry doesn't exist
mRegionMap.replaceValueFor(region, cachedRegion);
}
return cachedRegion;
}
inline const SkBitmap* refBitmap(const SkBitmap& bitmap) {
// Note that this assumes the bitmap is immutable. There are cases this won't handle
// correctly, such as creating the bitmap from scratch, drawing with it, changing its
// contents, and drawing again. The only fix would be to always copy it the first time,
// which doesn't seem worth the extra cycles for this unlikely case.
SkBitmap* localBitmap = new (alloc()) SkBitmap(bitmap);
alloc().autoDestroy(localBitmap);
mDisplayListData->bitmapResources.push_back(localBitmap);
return localBitmap;
}
inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
mDisplayListData->patchResources.add(patch);
mResourceCache.incrementRefcount(patch);
return patch;
}
DefaultKeyedVector<uint32_t, const SkPaint*> mPaintMap;
DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
ResourceCache& mResourceCache;
DisplayListData* mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasDeferredTranslate;
DeferredBarrierType mDeferredBarrierType;
bool mHighContrastText;
int mRestoreSaveCount;
SkAutoTUnref<SkDrawFilter> mDrawFilter;
friend class RenderNode;
}; // class DisplayListCanvas
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H