/* * 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 "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 ///////////////////////////////////////////////////////////////////////////////// // Operation Batches ///////////////////////////////////////////////////////////////////////////////// class DrawOpBatch { public: DrawOpBatch() { mOps.clear(); } virtual ~DrawOpBatch() { 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); } virtual 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) { DEFER_LOGD("replaying draw batch %p", this); 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, 0); logBuffer.writeCommand(0, op->name()); } return status; } inline int count() const { return mOps.size(); } private: Vector mOps; Rect mBounds; }; class StateOpBatch : public DrawOpBatch { public: // creates a single operation batch StateOpBatch(StateOp* op) : mOp(op) {} bool intersects(Rect& rect) { // if something checks for intersection, it's trying to go backwards across a state op, // something not currently supported - state ops are always barriers CRASH(); return false; } virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty) { 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 DrawOpBatch { public: RestoreToCountBatch(StateOp* op, int restoreCount) : mOp(op), mRestoreCount(restoreCount) {} bool intersects(Rect& rect) { // if something checks for intersection, it's trying to go backwards across a state op, // something not currently supported - state ops are always barriers CRASH(); return false; } virtual status_t replay(OpenGLRenderer& renderer, Rect& dirty) { 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; }; ///////////////////////////////////////////////////////////////////////////////// // DeferredDisplayList ///////////////////////////////////////////////////////////////////////////////// void DeferredDisplayList::resetBatchingState() { for (int i = 0; i < kOpBatch_Count; i++) { mBatchIndices[i] = -1; } } void DeferredDisplayList::clear() { resetBatchingState(); mComplexClipStackStart = -1; for (unsigned int i = 0; i < mBatches.size(); i++) { delete mBatches[i]; } mBatches.clear(); mSaveStack.clear(); } ///////////////////////////////////////////////////////////////////////////////// // 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 } op->onDrawOpDeferred(renderer); if (CC_UNLIKELY(renderer.getCaches().drawReorderDisabled)) { // TODO: elegant way to reuse batches? DrawOpBatch* b = new DrawOpBatch(); b->add(op); mBatches.add(b); return; } // disallowReorder isn't set, so find the latest batch of the new op's type, and try to merge // the new op into it DrawOpBatch* targetBatch = NULL; int batchId = op->getBatchId(); 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 mBatches.top()->add(op); for (int i = 0; i < kOpBatch_Count; i++) { mBatchIndices[i] = -1; } #if DEBUG_DEFER DEFER_LOGD("Warning: Encountered op with empty bounds, resetting batches"); op->output(2); #endif return; } if (batchId >= 0 && mBatchIndices[batchId] != -1) { int targetIndex = mBatchIndices[batchId]; targetBatch = mBatches[targetIndex]; // iterate back toward target to see if anything drawn since should overlap the new op for (int i = mBatches.size() - 1; i > targetIndex; i--) { DrawOpBatch* overBatch = mBatches[i]; if (overBatch->intersects(op->state.mBounds)) { 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) { targetBatch = new DrawOpBatch(); mBatches.add(targetBatch); if (batchId >= 0) { mBatchIndices[batchId] = mBatches.size() - 1; } } 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(Vector& batchList, OpenGLRenderer& renderer, Rect& dirty) { status_t status = DrawGlInfo::kStatusDone; int opCount = 0; for (unsigned int i = 0; i < batchList.size(); i++) { status |= batchList[i]->replay(renderer, dirty); opCount += batchList[i]->count(); } DEFER_LOGD("--flushed, drew %d batches (total %d ops)", batchList.size(), opCount); 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