/* * Copyright (C) 2015 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_OP_REORDERER_H #define ANDROID_HWUI_OP_REORDERER_H #include "BakedOpState.h" #include "CanvasState.h" #include "DisplayList.h" #include "RecordedOp.h" #include #include struct SkRect; namespace android { namespace uirenderer { class BakedOpState; class BatchBase; class LayerUpdateQueue; class MergingOpBatch; class OffscreenBuffer; class OpBatch; class Rect; typedef int batchid_t; typedef const void* mergeid_t; namespace OpBatchType { enum { None = 0, // Don't batch Bitmap, Patch, AlphaVertices, Vertices, AlphaMaskTexture, Text, ColorText, Shadow, Count // must be last }; } class OpReorderer : public CanvasStateClient { typedef std::function BakedOpDispatcher; /** * Stores the deferred render operations and state used to compute ordering * for a single FBO/layer. */ class LayerReorderer { public: // Create LayerReorderer for Fbo0 LayerReorderer(uint32_t width, uint32_t height, const Rect& repaintRect) : LayerReorderer(width, height, repaintRect, nullptr, nullptr) {}; // Create LayerReorderer for an offscreen layer, where beginLayerOp is present for a // saveLayer, renderNode is present for a HW layer. LayerReorderer(uint32_t width, uint32_t height, const Rect& repaintRect, const BeginLayerOp* beginLayerOp, RenderNode* renderNode); // iterate back toward target to see if anything drawn since should overlap the new op // if no target, merging ops still iterate to find similar batch to insert after void locateInsertIndex(int batchId, const Rect& clippedBounds, BatchBase** targetBatch, size_t* insertBatchIndex) const; void deferUnmergeableOp(LinearAllocator& allocator, BakedOpState* op, batchid_t batchId); // insertion point of a new batch, will hopefully be immediately after similar batch // (generally, should be similar shader) void deferMergeableOp(LinearAllocator& allocator, BakedOpState* op, batchid_t batchId, mergeid_t mergeId); void replayBakedOpsImpl(void* arg, BakedOpDispatcher* receivers) const; bool empty() const { return mBatches.empty(); } void clear() { mBatches.clear(); } void dump() const; const uint32_t width; const uint32_t height; const Rect repaintRect; OffscreenBuffer* offscreenBuffer; const BeginLayerOp* beginLayerOp; const RenderNode* renderNode; private: std::vector mBatches; /** * 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. */ std::unordered_map mMergingBatchLookup[OpBatchType::Count]; // Maps batch ids to the most recent *non-merging* batch of that id OpBatch* mBatchLookup[OpBatchType::Count] = { nullptr }; }; public: OpReorderer(const LayerUpdateQueue& layers, const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const std::vector< sp >& nodes, const Vector3& lightCenter); OpReorderer(int viewportWidth, int viewportHeight, const DisplayList& displayList, const Vector3& lightCenter); virtual ~OpReorderer() {} /** * replayBakedOps() is templated based on what class will receive ops being replayed. * * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use * state->op->opId to lookup a receiver that will be called when the op is replayed. * * For example a BitmapOp would resolve, via the lambda lookup, to calling: * * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state); */ #define BAKED_OP_RECEIVER(Type) \ [](void* internalRenderer, const RecordedOp& op, const BakedOpState& state) { \ StaticDispatcher::on##Type(*(static_cast(internalRenderer)), static_cast(op), state); \ }, template void replayBakedOps(Renderer& renderer) { static BakedOpDispatcher receivers[] = { MAP_OPS(BAKED_OP_RECEIVER) }; // Relay through layers in reverse order, since layers // later in the list will be drawn by earlier ones for (int i = mLayerReorderers.size() - 1; i >= 1; i--) { LayerReorderer& layer = mLayerReorderers[i]; if (layer.renderNode) { // cached HW layer - can't skip layer if empty renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect); layer.replayBakedOpsImpl((void*)&renderer, receivers); renderer.endLayer(); } else if (!layer.empty()) { // save layer - skip entire layer if empty layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height); layer.replayBakedOpsImpl((void*)&renderer, receivers); renderer.endLayer(); } } const LayerReorderer& fbo0 = mLayerReorderers[0]; renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect); fbo0.replayBakedOpsImpl((void*)&renderer, receivers); renderer.endFrame(); } void dump() const { for (auto&& layer : mLayerReorderers) { layer.dump(); } } /////////////////////////////////////////////////////////////////// /// CanvasStateClient interface /////////////////////////////////////////////////////////////////// virtual void onViewportInitialized() override; virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override; virtual GLuint getTargetFbo() const override { return 0; } private: enum class ChildrenSelectMode { Negative, Positive }; void saveForLayer(uint32_t layerWidth, uint32_t layerHeight, float contentTranslateX, float contentTranslateY, const Rect& repaintRect, const Vector3& lightCenter, const BeginLayerOp* beginLayerOp, RenderNode* renderNode); void restoreForLayer(); LayerReorderer& currentLayer() { return mLayerReorderers[mLayerStack.back()]; } BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) { return BakedOpState::tryConstruct(mAllocator, *mCanvasState.currentSnapshot(), recordedOp); } // should always be surrounded by a save/restore pair void deferNodePropsAndOps(RenderNode& node); void deferShadow(const RenderNodeOp& casterOp); void deferDisplayList(const DisplayList& displayList); template void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes); void deferRenderNodeOp(const RenderNodeOp& op); void replayBakedOpsImpl(void* arg, BakedOpDispatcher* receivers); SkPath* createFrameAllocatedPath() { mFrameAllocatedPaths.emplace_back(new SkPath); return mFrameAllocatedPaths.back().get(); } /** * Declares all OpReorderer::onXXXXOp() methods for every RecordedOp type. * * These private methods are called from within deferImpl to defer each individual op * type differently. */ #define INTERNAL_OP_HANDLER(Type) \ void on##Type(const Type& op); MAP_OPS(INTERNAL_OP_HANDLER) std::vector > mFrameAllocatedPaths; // List of every deferred layer's render state. Replayed in reverse order to render a frame. std::vector mLayerReorderers; /* * Stack of indices within mLayerReorderers representing currently active layers. If drawing * layerA within a layerB, will contain, in order: * - 0 (representing FBO 0, always present) * - layerB's index * - layerA's index * * Note that this doesn't vector doesn't always map onto all values of mLayerReorderers. When a * layer is finished deferring, it will still be represented in mLayerReorderers, but it's index * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing * ops added to it. */ std::vector mLayerStack; CanvasState mCanvasState; // contains ResolvedOps and Batches LinearAllocator mAllocator; }; }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_OP_REORDERER_H