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 <SkChunkAlloc.h>
#include <SkFlattenable.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <SkRefCnt.h>
#include <SkTDArray.h>
#include <SkTSearch.h>
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
#include "utils/Functor.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 16384
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) LOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DisplayListRenderer;
/**
* Replays recorded drawing commands.
*/
class DisplayList {
public:
DisplayList(const DisplayListRenderer& recorder);
~DisplayList();
// IMPORTANT: Update the intialization of OP_NAMES in the .cpp file
// when modifying this file
enum Op {
Save = 0,
Restore,
RestoreToCount,
SaveLayer,
SaveLayerAlpha,
Translate,
Rotate,
Scale,
Skew,
SetMatrix,
ConcatMatrix,
ClipRect,
DrawDisplayList,
DrawLayer,
DrawBitmap,
DrawBitmapMatrix,
DrawBitmapRect,
DrawBitmapMesh,
DrawPatch,
DrawColor,
DrawRect,
DrawRoundRect,
DrawCircle,
DrawOval,
DrawArc,
DrawPath,
DrawLines,
DrawPoints,
DrawText,
ResetShader,
SetupShader,
ResetColorFilter,
SetupColorFilter,
ResetShadow,
SetupShadow,
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
DrawGLFunction,
};
static const char* OP_NAMES[];
void initFromDisplayListRenderer(const DisplayListRenderer& recorder, bool reusing = false);
bool replay(OpenGLRenderer& renderer, Rect& dirty, uint32_t level = 0);
void output(OpenGLRenderer& renderer, uint32_t level = 0);
static void outputLogBuffer(int fd);
private:
void init();
void clearResources();
class TextContainer {
public:
size_t length() const {
return mByteLength;
}
const char* text() const {
return (const char*) mText;
}
size_t mByteLength;
const char* mText;
};
SkBitmap* getBitmap() {
return (SkBitmap*) getInt();
}
SkiaShader* getShader() {
return (SkiaShader*) getInt();
}
SkiaColorFilter* getColorFilter() {
return (SkiaColorFilter*) getInt();
}
inline int getIndex() {
return mReader.readInt();
}
inline int getInt() {
return mReader.readInt();
}
inline uint32_t getUInt() {
return mReader.readU32();
}
SkMatrix* getMatrix() {
return (SkMatrix*) getInt();
}
SkPath* getPath() {
return (SkPath*) getInt();
}
SkPaint* getPaint() {
return (SkPaint*) getInt();
}
DisplayList* getDisplayList() {
return (DisplayList*) getInt();
}
inline float getFloat() {
return mReader.readScalar();
}
int32_t* getInts(uint32_t& count) {
count = getInt();
return (int32_t*) mReader.skip(count * sizeof(int32_t));
}
uint32_t* getUInts(int8_t& count) {
count = getInt();
return (uint32_t*) mReader.skip(count * sizeof(uint32_t));
}
float* getFloats(int& count) {
count = getInt();
return (float*) mReader.skip(count * sizeof(float));
}
void getText(TextContainer* text) {
size_t length = text->mByteLength = getInt();
text->mText = (const char*) mReader.skip(length);
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
Vector<SkPath*> mPaths;
Vector<SkMatrix*> mMatrices;
Vector<SkiaShader*> mShaders;
mutable SkFlattenableReadBuffer mReader;
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
DisplayListRenderer();
~DisplayListRenderer();
DisplayList* getDisplayList();
void setViewport(int width, int height);
void prepareDirty(float left, float top, float right, float bottom, bool opaque);
void finish();
bool callDrawGLFunction(Functor *functor, Rect& dirty);
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 interrupt();
void resume();
int save(int flags);
void restore();
void restoreToCount(int saveCount);
int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags);
void translate(float dx, float dy);
void rotate(float degrees);
void scale(float sx, float sy);
void skew(float sx, float sy);
void setMatrix(SkMatrix* matrix);
void concatMatrix(SkMatrix* matrix);
bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
bool drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
Rect& dirty, uint32_t level = 0);
void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
void drawCircle(float x, float y, float radius, SkPaint* paint);
void drawOval(float left, float top, float right, float bottom, SkPaint* paint);
void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
void drawPath(SkPath* path, SkPaint* paint);
void drawLines(float* points, int count, SkPaint* paint);
void drawPoints(float* points, int count, SkPaint* paint);
void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint);
void resetShader();
void setupShader(SkiaShader* shader);
void resetColorFilter();
void setupColorFilter(SkiaColorFilter* filter);
void resetShadow();
void setupShadow(float radius, float dx, float dy, int color);
void reset();
const SkWriter32& writeStream() const {
return mWriter;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkiaShader*>& getShaders() const {
return mShaders;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkPath*>& getPaths() const {
return mPaths;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
private:
void insertRestoreToCount() {
if (mRestoreSaveCount >= 0) {
mWriter.writeInt(DisplayList::RestoreToCount);
addInt(mRestoreSaveCount);
mRestoreSaveCount = -1;
}
}
inline void addOp(DisplayList::Op drawOp) {
insertRestoreToCount();
mWriter.writeInt(drawOp);
}
inline void addInt(int value) {
mWriter.writeInt(value);
}
inline void addSize(uint32_t w, uint32_t h) {
mWriter.writeInt(w);
mWriter.writeInt(h);
}
void addInts(const int32_t* values, uint32_t count) {
mWriter.writeInt(count);
for (uint32_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
void addUInts(const uint32_t* values, int8_t count) {
mWriter.writeInt(count);
for (int8_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
inline void addFloat(float value) {
mWriter.writeScalar(value);
}
void addFloats(const float* values, int count) {
mWriter.writeInt(count);
for (int i = 0; i < count; i++) {
mWriter.writeScalar(values[i]);
}
}
inline void addPoint(float x, float y) {
mWriter.writeScalar(x);
mWriter.writeScalar(y);
}
inline void addBounds(float left, float top, float right, float bottom) {
mWriter.writeScalar(left);
mWriter.writeScalar(top);
mWriter.writeScalar(right);
mWriter.writeScalar(bottom);
}
inline void addText(const void* text, size_t byteLength) {
mWriter.writeInt(byteLength);
mWriter.writePad(text, byteLength);
}
inline void addPath(SkPath* path) {
if (!path) {
addInt((int) NULL);
return;
}
SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
pathCopy = new SkPath(*path);
mPathMap.add(path, pathCopy);
mPaths.add(pathCopy);
}
addInt((int) pathCopy);
}
inline void addPaint(SkPaint* paint) {
if (!paint) {
addInt((int) NULL);
return;
}
SkPaint* paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
mPaintMap.add(paint, paintCopy);
mPaints.add(paintCopy);
}
addInt((int) paintCopy);
}
inline void addDisplayList(DisplayList* displayList) {
// 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
addInt((int) displayList);
}
inline void addMatrix(SkMatrix* matrix) {
// Copying the matrix is cheap and prevents against the user changing the original
// matrix before the operation that uses it
addInt((int) new SkMatrix(*matrix));
}
inline void addBitmap(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.
addInt((int) bitmap);
mBitmapResources.add(bitmap);
Caches& caches = Caches::getInstance();
caches.resourceCache.incrementRefcount(bitmap);
}
inline void addShader(SkiaShader* shader) {
if (!shader) {
addInt((int) NULL);
return;
}
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();
mShaderMap.add(shader, shaderCopy);
mShaders.add(shaderCopy);
Caches::getInstance().resourceCache.incrementRefcount(shaderCopy);
}
addInt((int) shaderCopy);
}
inline void addColorFilter(SkiaColorFilter* colorFilter) {
addInt((int) colorFilter);
mFilterResources.add(colorFilter);
Caches& caches = Caches::getInstance();
caches.resourceCache.incrementRefcount(colorFilter);
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
Vector<SkPath*> mPaths;
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
Vector<SkiaShader*> mShaders;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Vector<SkMatrix*> mMatrices;
SkWriter32 mWriter;
DisplayList *mDisplayList;
int mRestoreSaveCount;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H