android_frameworks_base/libs/hwui/DisplayListRenderer.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 <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <cutils/compiler.h>
#include "DisplayList.h"
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 4096
#define OP_MAY_BE_SKIPPED_MASK 0xff000000
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayList;
class DisplayListRenderer;
class DisplayListOp;
class DrawOp;
class StateOp;
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
ANDROID_API DisplayListRenderer();
virtual ~DisplayListRenderer();
ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
virtual bool isDeferred();
virtual void setViewport(int width, int height);
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
virtual status_t callDrawGLFunction(Functor *functor, Rect& dirty);
virtual void interrupt();
virtual 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
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(SkPath* path, SkRegion::Op op);
virtual bool clipRegion(SkRegion* region, SkRegion::Op op);
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags);
virtual status_t drawLayer(Layer* layer, float x, float y);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-04-17 18:54:38 -07:00
virtual status_t drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode);
virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
ANDROID_API void reset();
sp<DisplayListData> getDisplayListData() const {
return mDisplayListData;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkBitmap*>& getOwnedBitmapResources() const {
return mOwnedBitmapResources;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
const Vector<Res_png_9patch*>& getPatchResources() const {
return mPatchResources;
}
const Vector<SkiaShader*>& getShaders() const {
return mShaders;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkPath*>& getPaths() const {
return mPaths;
}
const SortedVector<SkPath*>& getSourcePaths() const {
return mSourcePaths;
}
const Vector<SkRegion*>& getRegions() const {
return mRegions;
}
const Vector<Layer*>& getLayers() const {
return mLayers;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
uint32_t getFunctorCount() const {
return mFunctorCount;
}
private:
void insertRestoreToCount();
void insertTranslate();
LinearAllocator& alloc() { return mDisplayListData->allocator; }
void addStateOp(StateOp* op);
void addDrawOp(DrawOp* op);
void addOpInternal(DisplayListOp* op) {
insertRestoreToCount();
insertTranslate();
mDisplayListData->displayListOps.add(op);
}
template<class T>
inline T* refBuffer(const T* srcBuffer, int32_t count) {
if (srcBuffer == NULL) return NULL;
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 SkPath* refPath(SkPath* path) {
if (!path) return NULL;
SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
pathCopy = new SkPath(*path);
pathCopy->setSourcePath(path);
// replaceValueFor() performs an add if the entry doesn't exist
mPathMap.replaceValueFor(path, pathCopy);
mPaths.add(pathCopy);
}
if (mSourcePaths.indexOf(path) < 0) {
mCaches.resourceCache.incrementRefcount(path);
mSourcePaths.add(path);
}
return pathCopy;
}
inline SkPaint* refPaint(SkPaint* paint) {
if (!paint) {
return paint;
}
SkPaint* paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
// replaceValueFor() performs an add if the entry doesn't exist
mPaintMap.replaceValueFor(paint, paintCopy);
mPaints.add(paintCopy);
}
return paintCopy;
}
inline SkRegion* refRegion(SkRegion* region) {
if (!region) {
return region;
}
SkRegion* regionCopy = mRegionMap.valueFor(region);
// TODO: Add generation ID to SkRegion
if (regionCopy == NULL) {
regionCopy = new SkRegion(*region);
// replaceValueFor() performs an add if the entry doesn't exist
mRegionMap.replaceValueFor(region, regionCopy);
mRegions.add(regionCopy);
}
return regionCopy;
}
inline SkMatrix* refMatrix(SkMatrix* matrix) {
if (matrix) {
// Copying the matrix is cheap and prevents against the user changing
// the original matrix before the operation that uses it
SkMatrix* copy = new SkMatrix(*matrix);
mMatrices.add(copy);
return copy;
}
return matrix;
}
inline Layer* refLayer(Layer* layer) {
mLayers.add(layer);
mCaches.resourceCache.incrementRefcount(layer);
return layer;
}
inline SkBitmap* refBitmap(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.
mBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkBitmap* refBitmapData(SkBitmap* bitmap) {
mOwnedBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkiaShader* refShader(SkiaShader* shader) {
if (!shader) return NULL;
SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
// TODO: We also need to handle generation ID changes in compose shaders
if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
shaderCopy = shader->copy();
// replaceValueFor() performs an add if the entry doesn't exist
mShaderMap.replaceValueFor(shader, shaderCopy);
mShaders.add(shaderCopy);
mCaches.resourceCache.incrementRefcount(shaderCopy);
}
return shaderCopy;
}
inline SkiaColorFilter* refColorFilter(SkiaColorFilter* colorFilter) {
mFilterResources.add(colorFilter);
mCaches.resourceCache.incrementRefcount(colorFilter);
return colorFilter;
}
inline Res_png_9patch* refPatch(Res_png_9patch* patch) {
mPatchResources.add(patch);
mCaches.resourceCache.incrementRefcount(patch);
return patch;
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkBitmap*> mOwnedBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<Res_png_9patch*> mPatchResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
Vector<SkPath*> mPaths;
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
SortedVector<SkPath*> mSourcePaths;
Vector<SkRegion*> mRegions;
DefaultKeyedVector<SkRegion*, SkRegion*> mRegionMap;
Vector<SkiaShader*> mShaders;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Vector<SkMatrix*> mMatrices;
Vector<Layer*> mLayers;
int mRestoreSaveCount;
Caches& mCaches;
sp<DisplayListData> mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
bool mHasDrawOps;
uint32_t mFunctorCount;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H