/* * 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 #include #include #include #include #include #include #include #include #include #include "DisplayListLogBuffer.h" #include "OpenGLRenderer.h" #include "utils/LinearAllocator.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 #define TRANSLATION 0x0001 #define ROTATION 0x0002 #define ROTATION_3D 0x0004 #define SCALE 0x0008 #define PIVOT 0x0010 /////////////////////////////////////////////////////////////////////////////// // Display list /////////////////////////////////////////////////////////////////////////////// class DisplayListRenderer; class DisplayListOp; class DrawOp; class StateOp; /** * Refcounted structure that holds data used in display list stream */ class DisplayListData: public LightRefBase { public: LinearAllocator allocator; Vector displayListOps; }; /** * Replays recorded drawing commands. */ class DisplayList { public: DisplayList(const DisplayListRenderer& recorder); ANDROID_API ~DisplayList(); // See flags defined in DisplayList.java enum ReplayFlag { kReplayFlag_ClipChildren = 0x1 }; void setViewProperties(OpenGLRenderer& renderer, uint32_t level); void outputViewProperties(uint32_t level); ANDROID_API size_t getSize(); ANDROID_API static void destroyDisplayListDeferred(DisplayList* displayList); ANDROID_API static void outputLogBuffer(int fd); void initFromDisplayListRenderer(const DisplayListRenderer& recorder, bool reusing = false); status_t replay(OpenGLRenderer& renderer, Rect& dirty, int32_t flags, uint32_t level = 0); void output(uint32_t level = 0); ANDROID_API void reset(); void setRenderable(bool renderable) { mIsRenderable = renderable; } bool isRenderable() const { return mIsRenderable; } void setName(const char* name) { if (name) { mName.setTo(name); } } void setClipChildren(bool clipChildren) { mClipChildren = clipChildren; } void setStaticMatrix(SkMatrix* matrix) { delete mStaticMatrix; mStaticMatrix = new SkMatrix(*matrix); } void setAnimationMatrix(SkMatrix* matrix) { delete mAnimationMatrix; if (matrix) { mAnimationMatrix = new SkMatrix(*matrix); } else { mAnimationMatrix = NULL; } } void setAlpha(float alpha) { alpha = fminf(1.0f, fmaxf(0.0f, alpha)); if (alpha != mAlpha) { mAlpha = alpha; mMultipliedAlpha = (int) (255 * alpha); } } void setHasOverlappingRendering(bool hasOverlappingRendering) { mHasOverlappingRendering = hasOverlappingRendering; } void setTranslationX(float translationX) { if (translationX != mTranslationX) { mTranslationX = translationX; mMatrixDirty = true; if (mTranslationX == 0.0f && mTranslationY == 0.0f) { mMatrixFlags &= ~TRANSLATION; } else { mMatrixFlags |= TRANSLATION; } } } void setTranslationY(float translationY) { if (translationY != mTranslationY) { mTranslationY = translationY; mMatrixDirty = true; if (mTranslationX == 0.0f && mTranslationY == 0.0f) { mMatrixFlags &= ~TRANSLATION; } else { mMatrixFlags |= TRANSLATION; } } } void setRotation(float rotation) { if (rotation != mRotation) { mRotation = rotation; mMatrixDirty = true; if (mRotation == 0.0f) { mMatrixFlags &= ~ROTATION; } else { mMatrixFlags |= ROTATION; } } } void setRotationX(float rotationX) { if (rotationX != mRotationX) { mRotationX = rotationX; mMatrixDirty = true; if (mRotationX == 0.0f && mRotationY == 0.0f) { mMatrixFlags &= ~ROTATION_3D; } else { mMatrixFlags |= ROTATION_3D; } } } void setRotationY(float rotationY) { if (rotationY != mRotationY) { mRotationY = rotationY; mMatrixDirty = true; if (mRotationX == 0.0f && mRotationY == 0.0f) { mMatrixFlags &= ~ROTATION_3D; } else { mMatrixFlags |= ROTATION_3D; } } } void setScaleX(float scaleX) { if (scaleX != mScaleX) { mScaleX = scaleX; mMatrixDirty = true; if (mScaleX == 1.0f && mScaleY == 1.0f) { mMatrixFlags &= ~SCALE; } else { mMatrixFlags |= SCALE; } } } void setScaleY(float scaleY) { if (scaleY != mScaleY) { mScaleY = scaleY; mMatrixDirty = true; if (mScaleX == 1.0f && mScaleY == 1.0f) { mMatrixFlags &= ~SCALE; } else { mMatrixFlags |= SCALE; } } } void setPivotX(float pivotX) { mPivotX = pivotX; mMatrixDirty = true; if (mPivotX == 0.0f && mPivotY == 0.0f) { mMatrixFlags &= ~PIVOT; } else { mMatrixFlags |= PIVOT; } mPivotExplicitlySet = true; } void setPivotY(float pivotY) { mPivotY = pivotY; mMatrixDirty = true; if (mPivotX == 0.0f && mPivotY == 0.0f) { mMatrixFlags &= ~PIVOT; } else { mMatrixFlags |= PIVOT; } mPivotExplicitlySet = true; } void setCameraDistance(float distance) { if (distance != mCameraDistance) { mCameraDistance = distance; mMatrixDirty = true; if (!mTransformCamera) { mTransformCamera = new Sk3DView(); mTransformMatrix3D = new SkMatrix(); } mTransformCamera->setCameraLocation(0, 0, distance); } } void setLeft(int left) { if (left != mLeft) { mLeft = left; mWidth = mRight - mLeft; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setTop(int top) { if (top != mTop) { mTop = top; mHeight = mBottom - mTop; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setRight(int right) { if (right != mRight) { mRight = right; mWidth = mRight - mLeft; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setBottom(int bottom) { if (bottom != mBottom) { mBottom = bottom; mHeight = mBottom - mTop; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setLeftTop(int left, int top) { if (left != mLeft || top != mTop) { mLeft = left; mTop = top; mWidth = mRight - mLeft; mHeight = mBottom - mTop; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setLeftTopRightBottom(int left, int top, int right, int bottom) { if (left != mLeft || top != mTop || right != mRight || bottom != mBottom) { mLeft = left; mTop = top; mRight = right; mBottom = bottom; mWidth = mRight - mLeft; mHeight = mBottom - mTop; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void offsetLeftRight(int offset) { if (offset != 0) { mLeft += offset; mRight += offset; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void offsetTopBottom(int offset) { if (offset != 0) { mTop += offset; mBottom += offset; if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) { mMatrixDirty = true; } } } void setCaching(bool caching) { mCaching = caching; } int getWidth() { return mWidth; } int getHeight() { return mHeight; } private: void init(); void clearResources(); void updateMatrix(); class TextContainer { public: size_t length() const { return mByteLength; } const char* text() const { return (const char*) mText; } size_t mByteLength; const char* mText; }; Vector mBitmapResources; Vector mOwnedBitmapResources; Vector mFilterResources; Vector mPaints; Vector mPaths; SortedVector mSourcePaths; Vector mRegions; Vector mMatrices; Vector mShaders; Vector mLayers; sp mDisplayListData; size_t mSize; bool mIsRenderable; uint32_t mFunctorCount; String8 mName; // View properties bool mClipChildren; float mAlpha; int mMultipliedAlpha; bool mHasOverlappingRendering; float mTranslationX, mTranslationY; float mRotation, mRotationX, mRotationY; float mScaleX, mScaleY; float mPivotX, mPivotY; float mCameraDistance; int mLeft, mTop, mRight, mBottom; int mWidth, mHeight; int mPrevWidth, mPrevHeight; bool mPivotExplicitlySet; bool mMatrixDirty; bool mMatrixIsIdentity; uint32_t mMatrixFlags; SkMatrix* mTransformMatrix; Sk3DView* mTransformCamera; SkMatrix* mTransformMatrix3D; SkMatrix* mStaticMatrix; SkMatrix* mAnimationMatrix; bool mCaching; }; /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// /** * 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(); virtual int save(int flags); virtual void restore(); virtual void restoreToCount(int saveCount); virtual int saveLayer(float left, float top, float right, float bottom, SkPaint* p, int flags); virtual int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, 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, uint32_t level = 0); virtual status_t drawLayer(Layer* layer, float x, float y, SkPaint* paint); 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); virtual status_t 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); 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 length); 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 getDisplayListData() const { return mDisplayListData; } const Vector& getBitmapResources() const { return mBitmapResources; } const Vector& getOwnedBitmapResources() const { return mOwnedBitmapResources; } const Vector& getFilterResources() const { return mFilterResources; } const Vector& getShaders() const { return mShaders; } const Vector& getPaints() const { return mPaints; } const Vector& getPaths() const { return mPaths; } const SortedVector& getSourcePaths() const { return mSourcePaths; } const Vector& getRegions() const { return mRegions; } const Vector& getLayers() const { return mLayers; } const Vector& getMatrices() const { return mMatrices; } uint32_t getFunctorCount() const { return mFunctorCount; } private: void insertRestoreToCount(); void insertTranslate(); LinearAllocator& alloc() { return mDisplayListData->allocator; } void addStateOp(StateOp* op); bool addDrawOp(DrawOp* op); // returns true if op not rejected void addOpInternal(DisplayListOp* op) { insertRestoreToCount(); insertTranslate(); mDisplayListData->displayListOps.add(op); } template 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*)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) { // 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; } 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; } Vector mBitmapResources; Vector mOwnedBitmapResources; Vector mFilterResources; Vector mPaints; DefaultKeyedVector mPaintMap; Vector mPaths; DefaultKeyedVector mPathMap; SortedVector mSourcePaths; Vector mRegions; DefaultKeyedVector mRegionMap; Vector mShaders; DefaultKeyedVector mShaderMap; Vector mMatrices; Vector mLayers; int mRestoreSaveCount; Caches& mCaches; sp 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