/* * 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. */ #define LOG_TAG "OpenGLRenderer" #define ATRACE_TAG ATRACE_TAG_VIEW #include #include #include "Caches.h" #include "Debug.h" #include "DeferredDisplayList.h" #include "DisplayListOp.h" #include "OpenGLRenderer.h" #if DEBUG_DEFER #define DEFER_LOGD(...) ALOGD(__VA_ARGS__) #else #define DEFER_LOGD(...) #endif namespace android { namespace uirenderer { // Depth of the save stack at the beginning of batch playback at flush time #define FLUSH_SAVE_STACK_DEPTH 2 #define DEBUG_COLOR_BARRIER 0x1f000000 #define DEBUG_COLOR_MERGEDBATCH 0x5f7f7fff #define DEBUG_COLOR_MERGEDBATCH_SOLO 0x5f7fff7f ///////////////////////////////////////////////////////////////////////////////// // Operation Batches ///////////////////////////////////////////////////////////////////////////////// class Batch { public: virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) = 0; virtual ~Batch() {} }; class DrawBatch : public Batch { public: DrawBatch(int batchId, mergeid_t mergeId) : mBatchId(batchId), mMergeId(mergeId) { mOps.clear(); } virtual ~DrawBatch() { mOps.clear(); } void add(DrawOp* op) { // NOTE: ignore empty bounds special case, since we don't merge across those ops mBounds.unionWith(op->state.mBounds); mOps.add(op); } bool intersects(Rect& rect) { if (!rect.intersects(mBounds)) return false; for (unsigned int i = 0; i < mOps.size(); i++) { if (rect.intersects(mOps[i]->state.mBounds)) { #if DEBUG_DEFER DEFER_LOGD("op intersects with op %p with bounds %f %f %f %f:", mOps[i], mOps[i]->state.mBounds.left, mOps[i]->state.mBounds.top, mOps[i]->state.mBounds.right, mOps[i]->state.mBounds.bottom); mOps[i]->output(2); #endif return true; } } return false; } virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) { DEFER_LOGD("%d replaying DrawingBatch %p, with %d ops (batch id %x, merge id %p)", index, this, mOps.size(), mOps[0]->getBatchId(), mOps[0]->getMergeId()); status_t status = DrawGlInfo::kStatusDone; DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance(); for (unsigned int i = 0; i < mOps.size(); i++) { DrawOp* op = mOps[i]; renderer.restoreDisplayState(op->state); #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS renderer.eventMark(op->name()); #endif status |= op->applyDraw(renderer, dirty); logBuffer.writeCommand(0, op->name()); #if DEBUG_MERGE_BEHAVIOR Rect& bounds = mOps[i]->state.mBounds; int batchColor = 0x1f000000; if (getBatchId() & 0x1) batchColor |= 0x0000ff; if (getBatchId() & 0x2) batchColor |= 0x00ff00; if (getBatchId() & 0x4) batchColor |= 0xff0000; renderer.drawScreenSpaceColorRect(bounds.left, bounds.top, bounds.right, bounds.bottom, batchColor); #endif } return status; } inline int getBatchId() const { return mBatchId; } inline mergeid_t getMergeId() const { return mMergeId; } inline int count() const { return mOps.size(); } protected: Vector mOps; Rect mBounds; private: int mBatchId; mergeid_t mMergeId; }; // compare alphas approximately, with a small margin #define NEQ_FALPHA(lhs, rhs) \ fabs((float)lhs - (float)rhs) > 0.001f class MergingDrawBatch : public DrawBatch { public: MergingDrawBatch(int batchId, mergeid_t mergeId) : DrawBatch(batchId, mergeId) {} /* * Checks if a (mergeable) op can be merged into this batch * * If true, the op's multiDraw must be guaranteed to handle both ops simultaneously, so it is * important to consider all paint attributes used in the draw calls in deciding both a) if an * op tries to merge at all, and b) if the op * * False positives can lead to information from the paints of subsequent merged operations being * dropped, so we make simplifying qualifications on the ops that can merge, per op type. */ bool canMergeWith(DrawOp* op) { if (!op->state.mMatrix.isPureTranslate()) return false; bool isTextBatch = getBatchId() == DeferredDisplayList::kOpBatch_Text || getBatchId() == DeferredDisplayList::kOpBatch_ColorText; // Overlapping other operations is only allowed for text without shadow. For other ops, // multiDraw isn't guaranteed to overdraw correctly if (!isTextBatch || op->state.mDrawModifiers.mHasShadow) { if (intersects(op->state.mBounds)) return false; } const DeferredDisplayState& lhs = op->state; const DeferredDisplayState& rhs = mOps[0]->state; if (NEQ_FALPHA(lhs.mAlpha, rhs.mAlpha)) return false; // if paints are equal, then modifiers + paint attribs don't need to be compared if (op->mPaint == mOps[0]->mPaint) return true; if (op->getPaintAlpha() != mOps[0]->getPaintAlpha()) return false; /* Draw Modifiers compatibility check * * Shadows are ignored, as only text uses them, and in that case they are drawn * per-DrawTextOp, before the unified text draw. Because of this, it's always safe to merge * text UNLESS a later draw's shadow should overlays a previous draw's text. This is covered * above with the intersection check. * * OverrideLayerAlpha is also ignored, as it's only used for drawing layers, which are never * merged. * * These ignore cases prevent us from simply memcmp'ing the drawModifiers */ const DrawModifiers& lhsMod = lhs.mDrawModifiers; const DrawModifiers& rhsMod = rhs.mDrawModifiers; if (lhsMod.mShader != rhsMod.mShader) return false; if (lhsMod.mColorFilter != rhsMod.mColorFilter) return false; // Draw filter testing expects bit fields to be clear if filter not set. if (lhsMod.mHasDrawFilter != rhsMod.mHasDrawFilter) return false; if (lhsMod.mPaintFilterClearBits != rhsMod.mPaintFilterClearBits) return false; if (lhsMod.mPaintFilterSetBits != rhsMod.mPaintFilterSetBits) return false; return true; } virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) { DEFER_LOGD("%d replaying DrawingBatch %p, with %d ops (batch id %x, merge id %p)", index, this, mOps.size(), getBatchId(), getMergeId()); if (mOps.size() == 1) { return DrawBatch::replay(renderer, dirty, false); } DrawOp* op = mOps[0]; status_t status = op->multiDraw(renderer, dirty, mOps, mBounds); DisplayListLogBuffer& buffer = DisplayListLogBuffer::getInstance(); buffer.writeCommand(0, "multiDraw"); buffer.writeCommand(1, op->name()); #if DEBUG_MERGE_BEHAVIOR renderer.drawScreenSpaceColorRect(mBounds.left, mBounds.top, mBounds.right, mBounds.bottom, DEBUG_COLOR_MERGEDBATCH); #endif return status; } }; class StateOpBatch : public Batch { public: // creates a single operation batch StateOpBatch(StateOp* op) : mOp(op) {} virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) { DEFER_LOGD("replaying state op batch %p", this); renderer.restoreDisplayState(mOp->state); // use invalid save count because it won't be used at flush time - RestoreToCountOp is the // only one to use it, and we don't use that class at flush time, instead calling // renderer.restoreToCount directly int saveCount = -1; mOp->applyState(renderer, saveCount); return DrawGlInfo::kStatusDone; } private: const StateOp* mOp; }; class RestoreToCountBatch : public Batch { public: RestoreToCountBatch(StateOp* op, int restoreCount) : mOp(op), mRestoreCount(restoreCount) {} virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) { DEFER_LOGD("batch %p restoring to count %d", this, mRestoreCount); renderer.restoreDisplayState(mOp->state); renderer.restoreToCount(mRestoreCount); return DrawGlInfo::kStatusDone; } private: // we use the state storage for the RestoreToCountOp, but don't replay the op itself const StateOp* mOp; /* * The count used here represents the flush() time saveCount. This is as opposed to the * DisplayList record time, or defer() time values (which are RestoreToCountOp's mCount, and * (saveCount + mCount) respectively). Since the count is different from the original * RestoreToCountOp, we don't store a pointer to the op, as elsewhere. */ const int mRestoreCount; }; #if DEBUG_MERGE_BEHAVIOR class BarrierDebugBatch : public Batch { virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty, int index) { renderer.drawScreenSpaceColorRect(0, 0, 10000, 10000, DEBUG_COLOR_BARRIER); return DrawGlInfo::kStatusDrew; } }; #endif ///////////////////////////////////////////////////////////////////////////////// // DeferredDisplayList ///////////////////////////////////////////////////////////////////////////////// void DeferredDisplayList::resetBatchingState() { for (int i = 0; i < kOpBatch_Count; i++) { mBatchLookup[i] = NULL; mMergingBatches[i].clear(); } #if DEBUG_MERGE_BEHAVIOR if (mBatches.size() != 0) { mBatches.add(new BarrierDebugBatch()); } #endif mEarliestBatchIndex = mBatches.size(); } void DeferredDisplayList::clear() { resetBatchingState(); mComplexClipStackStart = -1; for (unsigned int i = 0; i < mBatches.size(); i++) { delete mBatches[i]; } mBatches.clear(); mSaveStack.clear(); mEarliestBatchIndex = 0; } ///////////////////////////////////////////////////////////////////////////////// // Operation adding ///////////////////////////////////////////////////////////////////////////////// int DeferredDisplayList::getStateOpDeferFlags() const { // For both clipOp and save(Layer)Op, we don't want to save drawing info, and only want to save // the clip if we aren't recording a complex clip (and can thus trust it to be a rect) return recordingComplexClip() ? 0 : kStateDeferFlag_Clip; } int DeferredDisplayList::getDrawOpDeferFlags() const { return kStateDeferFlag_Draw | getStateOpDeferFlags(); } /** * When an clipping operation occurs that could cause a complex clip, record the operation and all * subsequent clipOps, save/restores (if the clip flag is set). During a flush, instead of loading * the clip from deferred state, we play back all of the relevant state operations that generated * the complex clip. * * Note that we don't need to record the associated restore operation, since operations at defer * time record whether they should store the renderer's current clip */ void DeferredDisplayList::addClip(OpenGLRenderer& renderer, ClipOp* op) { if (recordingComplexClip() || op->canCauseComplexClip() || !renderer.hasRectToRectTransform()) { DEFER_LOGD("%p Received complex clip operation %p", this, op); // NOTE: defer clip op before setting mComplexClipStackStart so previous clip is recorded storeStateOpBarrier(renderer, op); if (!recordingComplexClip()) { mComplexClipStackStart = renderer.getSaveCount() - 1; DEFER_LOGD(" Starting complex clip region, start is %d", mComplexClipStackStart); } } } /** * For now, we record save layer operations as barriers in the batch list, preventing drawing * operations from reordering around the saveLayer and it's associated restore() * * In the future, we should send saveLayer commands (if they can be played out of order) and their * contained drawing operations to a seperate list of batches, so that they may draw at the * beginning of the frame. This would avoid targetting and removing an FBO in the middle of a frame. * * saveLayer operations should be pulled to the beginning of the frame if the canvas doesn't have a * complex clip, and if the flags (kClip_SaveFlag & kClipToLayer_SaveFlag) are set. */ void DeferredDisplayList::addSaveLayer(OpenGLRenderer& renderer, SaveLayerOp* op, int newSaveCount) { DEFER_LOGD("%p adding saveLayerOp %p, flags %x, new count %d", this, op, op->getFlags(), newSaveCount); storeStateOpBarrier(renderer, op); mSaveStack.push(newSaveCount); } /** * Takes save op and it's return value - the new save count - and stores it into the stream as a * barrier if it's needed to properly modify a complex clip */ void DeferredDisplayList::addSave(OpenGLRenderer& renderer, SaveOp* op, int newSaveCount) { int saveFlags = op->getFlags(); DEFER_LOGD("%p adding saveOp %p, flags %x, new count %d", this, op, saveFlags, newSaveCount); if (recordingComplexClip() && (saveFlags & SkCanvas::kClip_SaveFlag)) { // store and replay the save operation, as it may be needed to correctly playback the clip DEFER_LOGD(" adding save barrier with new save count %d", newSaveCount); storeStateOpBarrier(renderer, op); mSaveStack.push(newSaveCount); } } /** * saveLayer() commands must be associated with a restoreToCount batch that will clean up and draw * the layer in the deferred list * * other save() commands which occur as children of a snapshot with complex clip will be deferred, * and must be restored * * Either will act as a barrier to draw operation reordering, as we want to play back layer * save/restore and complex canvas modifications (including save/restore) in order. */ void DeferredDisplayList::addRestoreToCount(OpenGLRenderer& renderer, StateOp* op, int newSaveCount) { DEFER_LOGD("%p addRestoreToCount %d", this, newSaveCount); if (recordingComplexClip() && newSaveCount <= mComplexClipStackStart) { mComplexClipStackStart = -1; resetBatchingState(); } if (mSaveStack.isEmpty() || newSaveCount > mSaveStack.top()) { return; } while (!mSaveStack.isEmpty() && mSaveStack.top() >= newSaveCount) mSaveStack.pop(); storeRestoreToCountBarrier(renderer, op, mSaveStack.size() + FLUSH_SAVE_STACK_DEPTH); } void DeferredDisplayList::addDrawOp(OpenGLRenderer& renderer, DrawOp* op) { if (renderer.storeDisplayState(op->state, getDrawOpDeferFlags())) { return; // quick rejected } int batchId = kOpBatch_None; mergeid_t mergeId = (mergeid_t) -1; bool mergeable = op->onDefer(renderer, &batchId, &mergeId); // complex clip has a complex set of expectations on the renderer state - for now, avoid taking // the merge path in those cases mergeable &= !recordingComplexClip(); if (CC_UNLIKELY(renderer.getCaches().drawReorderDisabled)) { // TODO: elegant way to reuse batches? DrawBatch* b = new DrawBatch(batchId, mergeId); b->add(op); mBatches.add(b); return; } // find the latest batch of the new op's type, and try to merge the new op into it DrawBatch* targetBatch = NULL; // insertion point of a new batch, will hopefully be immediately after similar batch // (eventually, should be similar shader) int insertBatchIndex = mBatches.size(); if (!mBatches.isEmpty()) { if (op->state.mBounds.isEmpty()) { // don't know the bounds for op, so add to last batch and start from scratch on next op DrawBatch* b = new DrawBatch(batchId, mergeId); b->add(op); mBatches.add(b); resetBatchingState(); #if DEBUG_DEFER DEFER_LOGD("Warning: Encountered op with empty bounds, resetting batches"); op->output(2); #endif return; } if (mergeable) { // Try to merge with any existing batch with same mergeId. if (mMergingBatches[batchId].get(mergeId, targetBatch)) { if (!((MergingDrawBatch*) targetBatch)->canMergeWith(op)) { targetBatch = NULL; } } } else { // join with similar, non-merging batch targetBatch = (DrawBatch*)mBatchLookup[batchId]; } if (targetBatch || mergeable) { // iterate back toward target to see if anything drawn since should overlap the new op // if no target, merging ops still interate to find similar batch to insert after for (int i = mBatches.size() - 1; i >= mEarliestBatchIndex; i--) { DrawBatch* overBatch = (DrawBatch*)mBatches[i]; if (overBatch == targetBatch) break; // TODO: also consider shader shared between batch types if (batchId == overBatch->getBatchId()) { insertBatchIndex = i + 1; if (!targetBatch) break; // found insert position, quit } if (overBatch->intersects(op->state.mBounds)) { // NOTE: it may be possible to optimize for special cases where two operations // of the same batch/paint could swap order, such as with a non-mergeable // (clipped) and a mergeable text operation targetBatch = NULL; #if DEBUG_DEFER DEFER_LOGD("op couldn't join batch %d, was intersected by batch %d", targetIndex, i); op->output(2); #endif break; } } } } if (!targetBatch) { if (mergeable) { targetBatch = new MergingDrawBatch(batchId, mergeId); mMergingBatches[batchId].put(mergeId, targetBatch); } else { targetBatch = new DrawBatch(batchId, mergeId); mBatchLookup[batchId] = targetBatch; DEFER_LOGD("creating Batch %p, bid %x, at %d", targetBatch, batchId, insertBatchIndex); } mBatches.insertAt(targetBatch, insertBatchIndex); } targetBatch->add(op); } void DeferredDisplayList::storeStateOpBarrier(OpenGLRenderer& renderer, StateOp* op) { DEFER_LOGD("%p adding state op barrier at pos %d", this, mBatches.size()); renderer.storeDisplayState(op->state, getStateOpDeferFlags()); mBatches.add(new StateOpBatch(op)); resetBatchingState(); } void DeferredDisplayList::storeRestoreToCountBarrier(OpenGLRenderer& renderer, StateOp* op, int newSaveCount) { DEFER_LOGD("%p adding restore to count %d barrier, pos %d", this, newSaveCount, mBatches.size()); // store displayState for the restore operation, as it may be associated with a saveLayer that // doesn't have kClip_SaveFlag set renderer.storeDisplayState(op->state, getStateOpDeferFlags()); mBatches.add(new RestoreToCountBatch(op, newSaveCount)); resetBatchingState(); } ///////////////////////////////////////////////////////////////////////////////// // Replay / flush ///////////////////////////////////////////////////////////////////////////////// static status_t replayBatchList(const Vector& batchList, OpenGLRenderer& renderer, Rect& dirty) { status_t status = DrawGlInfo::kStatusDone; for (unsigned int i = 0; i < batchList.size(); i++) { status |= batchList[i]->replay(renderer, dirty, i); } DEFER_LOGD("--flushed, drew %d batches", batchList.size()); return status; } status_t DeferredDisplayList::flush(OpenGLRenderer& renderer, Rect& dirty) { ATRACE_NAME("flush drawing commands"); Caches::getInstance().fontRenderer->endPrecaching(); status_t status = DrawGlInfo::kStatusDone; if (isEmpty()) return status; // nothing to flush renderer.restoreToCount(1); DEFER_LOGD("--flushing"); renderer.eventMark("Flush"); // save and restore (with draw modifiers) so that reordering doesn't affect final state DrawModifiers restoreDrawModifiers = renderer.getDrawModifiers(); renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); // NOTE: depth of the save stack at this point, before playback, should be reflected in // FLUSH_SAVE_STACK_DEPTH, so that save/restores match up correctly status |= replayBatchList(mBatches, renderer, dirty); renderer.restoreToCount(1); renderer.setDrawModifiers(restoreDrawModifiers); DEFER_LOGD("--flush complete, returning %x", status); clear(); return status; } }; // namespace uirenderer }; // namespace android