/* * Copyright (C) 2013 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_DEFERRED_DISPLAY_LIST_H #define ANDROID_HWUI_DEFERRED_DISPLAY_LIST_H #include #include #include "Matrix.h" #include "Rect.h" #include "utils/TinyHashMap.h" class SkBitmap; namespace android { namespace uirenderer { class ClipOp; class DrawOp; class SaveOp; class SaveLayerOp; class StateOp; class OpenGLRenderer; class Batch; class DrawBatch; class MergingDrawBatch; typedef void* mergeid_t; class DeferredDisplayList { public: DeferredDisplayList() { clear(); } ~DeferredDisplayList() { clear(); } enum OpBatchId { kOpBatch_None = 0, // Don't batch kOpBatch_Bitmap, kOpBatch_Patch, kOpBatch_AlphaVertices, kOpBatch_Vertices, kOpBatch_AlphaMaskTexture, kOpBatch_Text, kOpBatch_ColorText, kOpBatch_Count, // Add other batch ids before this }; bool isEmpty() { return mBatches.isEmpty(); } /** * Plays back all of the draw ops recorded into batches to the renderer. * Adjusts the state of the renderer as necessary, and restores it when complete */ status_t flush(OpenGLRenderer& renderer, Rect& dirty); void addClip(OpenGLRenderer& renderer, ClipOp* op); void addSaveLayer(OpenGLRenderer& renderer, SaveLayerOp* op, int newSaveCount); void addSave(OpenGLRenderer& renderer, SaveOp* op, int newSaveCount); void addRestoreToCount(OpenGLRenderer& renderer, StateOp* op, int newSaveCount); /** * Add a draw op into the DeferredDisplayList, reordering as needed (for performance) if * disallowReorder is false, respecting draw order when overlaps occur */ void addDrawOp(OpenGLRenderer& renderer, DrawOp* op); private: /** * Resets the batching back-pointers, creating a barrier in the operation stream so that no ops * added in the future will be inserted into a batch that already exist. */ void resetBatchingState(); void clear(); void storeStateOpBarrier(OpenGLRenderer& renderer, StateOp* op); void storeRestoreToCountBarrier(OpenGLRenderer& renderer, StateOp* op, int newSaveCount); bool recordingComplexClip() const { return mComplexClipStackStart >= 0; } int getStateOpDeferFlags() const; int getDrawOpDeferFlags() const; /** * At defer time, stores the *defer time* savecount of save/saveLayer ops that were deferred, so * that when an associated restoreToCount is deferred, it can be recorded as a * RestoreToCountBatch */ Vector mSaveStack; int mComplexClipStackStart; Vector mBatches; // Maps batch ids to the most recent *non-merging* batch of that id Batch* mBatchLookup[kOpBatch_Count]; // Points to the index after the most recent barrier int mEarliestBatchIndex; /** * Maps the mergeid_t returned by an op's getMergeId() to the most recently seen * MergingDrawBatch of that id. These ids are unique per draw type and guaranteed to not * collide, which avoids the need to resolve mergeid collisions. */ TinyHashMap mMergingBatches[kOpBatch_Count]; }; }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_DEFERRED_DISPLAY_LIST_H