android_frameworks_base/libs/hwui/DisplayListRenderer.cpp

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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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <SkCamera.h>
#include <SkCanvas.h>
#include <private/hwui/DrawGlInfo.h>
#include "DisplayList.h"
#include "DeferredDisplayList.h"
#include "DisplayListLogBuffer.h"
#include "DisplayListOp.h"
#include "DisplayListRenderer.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
DisplayListRenderer::DisplayListRenderer():
mCaches(Caches::getInstance()), mDisplayListData(new DisplayListData),
mTranslateX(0.0f), mTranslateY(0.0f), mHasTranslate(false),
mHasDrawOps(false), mFunctorCount(0) {
}
DisplayListRenderer::~DisplayListRenderer() {
reset();
}
void DisplayListRenderer::reset() {
mDisplayListData = new DisplayListData();
mCaches.resourceCache.lock();
for (size_t i = 0; i < mBitmapResources.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mBitmapResources.itemAt(i));
}
for (size_t i = 0; i < mOwnedBitmapResources.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mOwnedBitmapResources.itemAt(i));
}
for (size_t i = 0; i < mPatchResources.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mPatchResources.itemAt(i));
}
for (size_t i = 0; i < mShaders.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mShaders.itemAt(i));
}
for (size_t i = 0; i < mSourcePaths.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mSourcePaths.itemAt(i));
}
for (size_t i = 0; i < mLayers.size(); i++) {
mCaches.resourceCache.decrementRefcountLocked(mLayers.itemAt(i));
}
mCaches.resourceCache.unlock();
mBitmapResources.clear();
mOwnedBitmapResources.clear();
mPatchResources.clear();
mSourcePaths.clear();
mShaders.clear();
mShaderMap.clear();
mPaints.clear();
mPaintMap.clear();
mRegions.clear();
mRegionMap.clear();
mPaths.clear();
mPathMap.clear();
mMatrices.clear();
mLayers.clear();
mHasDrawOps = false;
mFunctorCount = 0;
}
///////////////////////////////////////////////////////////////////////////////
// Operations
///////////////////////////////////////////////////////////////////////////////
DisplayList* DisplayListRenderer::getDisplayList(DisplayList* displayList) {
if (!displayList) {
displayList = new DisplayList(*this);
} else {
displayList->initFromDisplayListRenderer(*this, true);
}
// TODO: should just avoid setting the DisplayList's DisplayListData
displayList->setRenderable(mHasDrawOps);
return displayList;
}
void DisplayListRenderer::setViewport(int width, int height) {
// TODO: DisplayListRenderer shouldn't have a projection matrix, as it should never be used
mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
initializeViewport(width, height);
}
status_t DisplayListRenderer::prepareDirty(float left, float top,
float right, float bottom, bool opaque) {
initializeSaveStack(0, 0, getWidth(), getHeight());
mDirtyClip = opaque;
mRestoreSaveCount = -1;
return DrawGlInfo::kStatusDone; // No invalidate needed at record-time
}
void DisplayListRenderer::finish() {
insertRestoreToCount();
insertTranslate();
}
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
void DisplayListRenderer::interrupt() {
}
void DisplayListRenderer::resume() {
}
status_t DisplayListRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) {
// Ignore dirty during recording, it matters only when we replay
addDrawOp(new (alloc()) DrawFunctorOp(functor));
mFunctorCount++;
return DrawGlInfo::kStatusDone; // No invalidate needed at record-time
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
}
int DisplayListRenderer::save(int flags) {
addStateOp(new (alloc()) SaveOp(flags));
return StatefulBaseRenderer::save(flags);
}
void DisplayListRenderer::restore() {
if (mRestoreSaveCount < 0) {
restoreToCount(getSaveCount() - 1);
return;
}
mRestoreSaveCount--;
insertTranslate();
StatefulBaseRenderer::restore();
}
void DisplayListRenderer::restoreToCount(int saveCount) {
mRestoreSaveCount = saveCount;
insertTranslate();
StatefulBaseRenderer::restoreToCount(saveCount);
}
int DisplayListRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags) {
paint = refPaint(paint);
addStateOp(new (alloc()) SaveLayerOp(left, top, right, bottom, paint, flags));
return StatefulBaseRenderer::save(flags);
}
void DisplayListRenderer::translate(float dx, float dy, float dz) {
// ignore dz, not used at defer time
mHasTranslate = true;
mTranslateX += dx;
mTranslateY += dy;
insertRestoreToCount();
StatefulBaseRenderer::translate(dx, dy, dz);
}
void DisplayListRenderer::rotate(float degrees) {
addStateOp(new (alloc()) RotateOp(degrees));
StatefulBaseRenderer::rotate(degrees);
}
void DisplayListRenderer::scale(float sx, float sy) {
addStateOp(new (alloc()) ScaleOp(sx, sy));
StatefulBaseRenderer::scale(sx, sy);
}
void DisplayListRenderer::skew(float sx, float sy) {
addStateOp(new (alloc()) SkewOp(sx, sy));
StatefulBaseRenderer::skew(sx, sy);
}
void DisplayListRenderer::setMatrix(const SkMatrix* matrix) {
matrix = refMatrix(matrix);
addStateOp(new (alloc()) SetMatrixOp(matrix));
StatefulBaseRenderer::setMatrix(matrix);
}
void DisplayListRenderer::concatMatrix(const SkMatrix* matrix) {
matrix = refMatrix(matrix);
addStateOp(new (alloc()) ConcatMatrixOp(matrix));
StatefulBaseRenderer::concatMatrix(matrix);
}
bool DisplayListRenderer::clipRect(float left, float top, float right, float bottom,
SkRegion::Op op) {
addStateOp(new (alloc()) ClipRectOp(left, top, right, bottom, op));
return StatefulBaseRenderer::clipRect(left, top, right, bottom, op);
}
bool DisplayListRenderer::clipPath(const SkPath* path, SkRegion::Op op) {
path = refPath(path);
addStateOp(new (alloc()) ClipPathOp(path, op));
return StatefulBaseRenderer::clipPath(path, op);
}
bool DisplayListRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) {
region = refRegion(region);
addStateOp(new (alloc()) ClipRegionOp(region, op));
return StatefulBaseRenderer::clipRegion(region, op);
}
status_t DisplayListRenderer::drawDisplayList(DisplayList* displayList,
Rect& dirty, int32_t flags) {
// dirty is an out parameter and should not be recorded,
// it matters only when replaying the display list
// TODO: To be safe, the display list should be ref-counted in the
// resources cache, but we rely on the caller (UI toolkit) to
// do the right thing for now
DrawDisplayListOp* op = new (alloc()) DrawDisplayListOp(displayList,
flags, *currentTransform());
addDrawOp(op);
mDisplayListData->children.push(op);
if (displayList->isProjectionReceiver()) {
mDisplayListData->projectionReceiveIndex = mDisplayListData->displayListOps.size() - 1;
}
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawLayer(Layer* layer, float x, float y) {
layer = refLayer(layer);
addDrawOp(new (alloc()) DrawLayerOp(layer, x, y));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) {
bitmap = refBitmap(bitmap);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawBitmapOp(bitmap, left, top, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
const SkPaint* paint) {
bitmap = refBitmap(bitmap);
matrix = refMatrix(matrix);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawBitmapMatrixOp(bitmap, matrix, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) {
bitmap = refBitmap(bitmap);
paint = refPaint(paint);
if (srcLeft == 0 && srcTop == 0 &&
srcRight == bitmap->width() && srcBottom == bitmap->height() &&
(srcBottom - srcTop == dstBottom - dstTop) &&
(srcRight - srcLeft == dstRight - dstLeft)) {
// transform simple rect to rect drawing case into position bitmap ops, since they merge
addDrawOp(new (alloc()) DrawBitmapOp(bitmap, dstLeft, dstTop, paint));
return DrawGlInfo::kStatusDone;
}
addDrawOp(new (alloc()) DrawBitmapRectOp(bitmap,
srcLeft, srcTop, srcRight, srcBottom,
dstLeft, dstTop, dstRight, dstBottom, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint) {
bitmap = refBitmapData(bitmap);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawBitmapDataOp(bitmap, left, top, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint) {
int count = (meshWidth + 1) * (meshHeight + 1) * 2;
bitmap = refBitmap(bitmap);
vertices = refBuffer<float>(vertices, count);
paint = refPaint(paint);
colors = refBuffer<int>(colors, count);
addDrawOp(new (alloc()) DrawBitmapMeshOp(bitmap, meshWidth, meshHeight,
vertices, colors, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) {
bitmap = refBitmap(bitmap);
patch = refPatch(patch);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawPatchOp(bitmap, patch, left, top, right, bottom, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawColor(int color, SkXfermode::Mode mode) {
addDrawOp(new (alloc()) DrawColorOp(color, mode));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawRect(float left, float top, float right, float bottom,
const SkPaint* paint) {
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawRectOp(left, top, right, bottom, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint) {
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawRoundRectOp(left, top, right, bottom, rx, ry, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawCircle(float x, float y, float radius, const SkPaint* paint) {
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawCircleOp(x, y, radius, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawOval(float left, float top, float right, float bottom,
const SkPaint* paint) {
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawOvalOp(left, top, right, bottom, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint) {
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawArcOp(left, top, right, bottom,
startAngle, sweepAngle, useCenter, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawPath(const SkPath* path, const SkPaint* paint) {
path = refPath(path);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawPathOp(path, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawLines(const float* points, int count, const SkPaint* paint) {
points = refBuffer<float>(points, count);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawLinesOp(points, count, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawPoints(const float* points, int count, const SkPaint* paint) {
points = refBuffer<float>(points, count);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawPointsOp(points, count, paint));
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawTextOnPath(const char* text, int bytesCount, int count,
const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) {
if (!text || count <= 0) return DrawGlInfo::kStatusDone;
text = refText(text, bytesCount);
path = refPath(path);
paint = refPaint(paint);
DrawOp* op = new (alloc()) DrawTextOnPathOp(text, bytesCount, count, path,
hOffset, vOffset, paint);
addDrawOp(op);
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawPosText(const char* text, int bytesCount, int count,
const float* positions, const SkPaint* paint) {
if (!text || count <= 0) return DrawGlInfo::kStatusDone;
text = refText(text, bytesCount);
positions = refBuffer<float>(positions, count * 2);
paint = refPaint(paint);
DrawOp* op = new (alloc()) DrawPosTextOp(text, bytesCount, count, positions, paint);
addDrawOp(op);
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawText(const char* text, int bytesCount, int count,
float x, float y, const float* positions, const SkPaint* paint,
float totalAdvance, const Rect& bounds, DrawOpMode drawOpMode) {
if (!text || count <= 0) return DrawGlInfo::kStatusDone;
text = refText(text, bytesCount);
positions = refBuffer<float>(positions, count * 2);
paint = refPaint(paint);
DrawOp* op = new (alloc()) DrawTextOp(text, bytesCount, count,
x, y, positions, paint, totalAdvance, bounds);
addDrawOp(op);
return DrawGlInfo::kStatusDone;
}
status_t DisplayListRenderer::drawRects(const float* rects, int count, const SkPaint* paint) {
if (count <= 0) return DrawGlInfo::kStatusDone;
rects = refBuffer<float>(rects, count);
paint = refPaint(paint);
addDrawOp(new (alloc()) DrawRectsOp(rects, count, paint));
return DrawGlInfo::kStatusDone;
}
void DisplayListRenderer::resetShader() {
addStateOp(new (alloc()) ResetShaderOp());
}
void DisplayListRenderer::setupShader(SkiaShader* shader) {
shader = refShader(shader);
addStateOp(new (alloc()) SetupShaderOp(shader));
}
void DisplayListRenderer::resetShadow() {
addStateOp(new (alloc()) ResetShadowOp());
OpenGLRenderer::resetShadow();
}
void DisplayListRenderer::setupShadow(float radius, float dx, float dy, int color) {
addStateOp(new (alloc()) SetupShadowOp(radius, dx, dy, color));
OpenGLRenderer::setupShadow(radius, dx, dy, color);
}
void DisplayListRenderer::resetPaintFilter() {
addStateOp(new (alloc()) ResetPaintFilterOp());
}
void DisplayListRenderer::setupPaintFilter(int clearBits, int setBits) {
addStateOp(new (alloc()) SetupPaintFilterOp(clearBits, setBits));
}
void DisplayListRenderer::insertRestoreToCount() {
if (mRestoreSaveCount >= 0) {
DisplayListOp* op = new (alloc()) RestoreToCountOp(mRestoreSaveCount);
mDisplayListData->displayListOps.add(op);
mRestoreSaveCount = -1;
}
}
void DisplayListRenderer::insertTranslate() {
if (mHasTranslate) {
if (mTranslateX != 0.0f || mTranslateY != 0.0f) {
DisplayListOp* op = new (alloc()) TranslateOp(mTranslateX, mTranslateY);
mDisplayListData->displayListOps.add(op);
mTranslateX = mTranslateY = 0.0f;
}
mHasTranslate = false;
}
}
void DisplayListRenderer::addStateOp(StateOp* op) {
addOpInternal(op);
}
void DisplayListRenderer::addDrawOp(DrawOp* op) {
Rect localBounds;
if (op->getLocalBounds(mDrawModifiers, localBounds)) {
bool rejected = quickRejectConservative(localBounds.left, localBounds.top,
localBounds.right, localBounds.bottom);
op->setQuickRejected(rejected);
}
mHasDrawOps = true;
addOpInternal(op);
}
}; // namespace uirenderer
}; // namespace android