Chris Craik 69e5adffb1 Define shadow casting behavior within layers
bug:15860114

Savelayers and HW layers both now support shadow casting.

For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.

Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
2014-08-15 00:59:44 +00:00

910 lines
37 KiB
C++

/*
* Copyright (C) 2014 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 ATRACE_TAG ATRACE_TAG_VIEW
#define LOG_TAG "OpenGLRenderer"
#include "RenderNode.h"
#include <algorithm>
#include <string>
#include <SkCanvas.h>
#include <algorithm>
#include <utils/Trace.h>
#include "DamageAccumulator.h"
#include "Debug.h"
#include "DisplayListOp.h"
#include "DisplayListLogBuffer.h"
#include "LayerRenderer.h"
#include "OpenGLRenderer.h"
#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
void RenderNode::outputLogBuffer(int fd) {
DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
if (logBuffer.isEmpty()) {
return;
}
FILE *file = fdopen(fd, "a");
fprintf(file, "\nRecent DisplayList operations\n");
logBuffer.outputCommands(file);
String8 cachesLog;
Caches::getInstance().dumpMemoryUsage(cachesLog);
fprintf(file, "\nCaches:\n%s", cachesLog.string());
fprintf(file, "\n");
fflush(file);
}
RenderNode::RenderNode()
: mDirtyPropertyFields(0)
, mNeedsDisplayListDataSync(false)
, mDisplayListData(0)
, mStagingDisplayListData(0)
, mAnimatorManager(*this)
, mLayer(0)
, mParentCount(0) {
}
RenderNode::~RenderNode() {
deleteDisplayListData();
delete mStagingDisplayListData;
LayerRenderer::destroyLayerDeferred(mLayer);
}
void RenderNode::setStagingDisplayList(DisplayListData* data) {
mNeedsDisplayListDataSync = true;
delete mStagingDisplayListData;
mStagingDisplayListData = data;
if (mStagingDisplayListData) {
Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
}
}
/**
* This function is a simplified version of replay(), where we simply retrieve and log the
* display list. This function should remain in sync with the replay() function.
*/
void RenderNode::output(uint32_t level) {
ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
getName(), isRenderable());
ALOGD("%*s%s %d", level * 2, "", "Save",
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
properties().debugOutputProperties(level);
int flags = DisplayListOp::kOpLogFlag_Recurse;
if (mDisplayListData) {
for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
mDisplayListData->displayListOps[i]->output(level, flags);
}
}
ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
}
int RenderNode::getDebugSize() {
int size = sizeof(RenderNode);
if (mStagingDisplayListData) {
size += mStagingDisplayListData->allocator.usedSize();
}
if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
size += mDisplayListData->allocator.usedSize();
}
return size;
}
void RenderNode::prepareTree(TreeInfo& info) {
ATRACE_CALL();
LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
prepareTreeImpl(info);
}
void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
mAnimatorManager.addAnimator(animator);
}
void RenderNode::damageSelf(TreeInfo& info) {
if (isRenderable()) {
if (properties().getClipDamageToBounds()) {
info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
} else {
// Hope this is big enough?
// TODO: Get this from the display list ops or something
info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
}
}
}
void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
LayerType layerType = properties().layerProperties().type();
if (CC_UNLIKELY(layerType == kLayerTypeRenderLayer)) {
// Damage applied so far needs to affect our parent, but does not require
// the layer to be updated. So we pop/push here to clear out the current
// damage and get a clean state for display list or children updates to
// affect, which will require the layer to be updated
info.damageAccumulator->popTransform();
info.damageAccumulator->pushTransform(this);
if (dirtyMask & DISPLAY_LIST) {
damageSelf(info);
}
}
}
void RenderNode::pushLayerUpdate(TreeInfo& info) {
LayerType layerType = properties().layerProperties().type();
// If we are not a layer OR we cannot be rendered (eg, view was detached)
// we need to destroy any Layers we may have had previously
if (CC_LIKELY(layerType != kLayerTypeRenderLayer) || CC_UNLIKELY(!isRenderable())) {
if (CC_UNLIKELY(mLayer)) {
LayerRenderer::destroyLayer(mLayer);
mLayer = NULL;
}
return;
}
bool transformUpdateNeeded = false;
if (!mLayer) {
mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
applyLayerPropertiesToLayer(info);
damageSelf(info);
transformUpdateNeeded = true;
} else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
LayerRenderer::destroyLayer(mLayer);
mLayer = 0;
}
damageSelf(info);
transformUpdateNeeded = true;
}
if (transformUpdateNeeded) {
// update the transform in window of the layer to reset its origin wrt light source position
Matrix4 windowTransform;
info.damageAccumulator->computeCurrentTransform(&windowTransform);
mLayer->setWindowTransform(windowTransform);
}
SkRect dirty;
info.damageAccumulator->peekAtDirty(&dirty);
if (!mLayer) {
if (info.errorHandler) {
std::string msg = "Unable to create layer for ";
msg += getName();
info.errorHandler->onError(msg);
}
return;
}
if (dirty.intersect(0, 0, getWidth(), getHeight())) {
dirty.roundOut();
mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
}
// This is not inside the above if because we may have called
// updateDeferred on a previous prepare pass that didn't have a renderer
if (info.renderer && mLayer->deferredUpdateScheduled) {
info.renderer->pushLayerUpdate(mLayer);
}
}
void RenderNode::prepareTreeImpl(TreeInfo& info) {
info.damageAccumulator->pushTransform(this);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingPropertiesChanges(info);
}
uint32_t animatorDirtyMask = mAnimatorManager.animate(info);
prepareLayer(info, animatorDirtyMask);
if (info.mode == TreeInfo::MODE_FULL) {
pushStagingDisplayListChanges(info);
}
prepareSubTree(info, mDisplayListData);
pushLayerUpdate(info);
info.damageAccumulator->popTransform();
}
void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
// Push the animators first so that setupStartValueIfNecessary() is called
// before properties() is trampled by stagingProperties(), as they are
// required by some animators.
mAnimatorManager.pushStaging(info);
if (mDirtyPropertyFields) {
mDirtyPropertyFields = 0;
damageSelf(info);
info.damageAccumulator->popTransform();
mProperties = mStagingProperties;
applyLayerPropertiesToLayer(info);
// We could try to be clever and only re-damage if the matrix changed.
// However, we don't need to worry about that. The cost of over-damaging
// here is only going to be a single additional map rect of this node
// plus a rect join(). The parent's transform (and up) will only be
// performed once.
info.damageAccumulator->pushTransform(this);
damageSelf(info);
}
}
void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
if (CC_LIKELY(!mLayer)) return;
const LayerProperties& props = properties().layerProperties();
mLayer->setAlpha(props.alpha(), props.xferMode());
mLayer->setColorFilter(props.colorFilter());
mLayer->setBlend(props.needsBlending());
}
void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
if (mNeedsDisplayListDataSync) {
mNeedsDisplayListDataSync = false;
// Make sure we inc first so that we don't fluctuate between 0 and 1,
// which would thrash the layer cache
if (mStagingDisplayListData) {
for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
}
}
deleteDisplayListData();
mDisplayListData = mStagingDisplayListData;
mStagingDisplayListData = NULL;
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
(*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, NULL);
}
}
damageSelf(info);
}
}
void RenderNode::deleteDisplayListData() {
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
}
}
delete mDisplayListData;
mDisplayListData = NULL;
}
void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
if (subtree) {
TextureCache& cache = Caches::getInstance().textureCache;
info.out.hasFunctors |= subtree->functors.size();
// TODO: Fix ownedBitmapResources to not require disabling prepareTextures
// and thus falling out of async drawing path.
if (subtree->ownedBitmapResources.size()) {
info.prepareTextures = false;
}
for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
}
for (size_t i = 0; i < subtree->children().size(); i++) {
DrawRenderNodeOp* op = subtree->children()[i];
RenderNode* childNode = op->mRenderNode;
info.damageAccumulator->pushTransform(&op->mTransformFromParent);
childNode->prepareTreeImpl(info);
info.damageAccumulator->popTransform();
}
}
}
void RenderNode::destroyHardwareResources() {
if (mLayer) {
LayerRenderer::destroyLayer(mLayer);
mLayer = NULL;
}
if (mDisplayListData) {
for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
}
if (mNeedsDisplayListDataSync) {
// Next prepare tree we are going to push a new display list, so we can
// drop our current one now
deleteDisplayListData();
}
}
}
void RenderNode::decParentRefCount() {
LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
mParentCount--;
if (!mParentCount) {
// If a child of ours is being attached to our parent then this will incorrectly
// destroy its hardware resources. However, this situation is highly unlikely
// and the failure is "just" that the layer is re-created, so this should
// be safe enough
destroyHardwareResources();
}
}
/*
* For property operations, we pass a savecount of 0, since the operations aren't part of the
* displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
* base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
*/
#define PROPERTY_SAVECOUNT 0
template <class T>
void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
#if DEBUG_DISPLAY_LIST
properties().debugOutputProperties(handler.level() + 1);
#endif
if (properties().getLeft() != 0 || properties().getTop() != 0) {
renderer.translate(properties().getLeft(), properties().getTop());
}
if (properties().getStaticMatrix()) {
renderer.concatMatrix(*properties().getStaticMatrix());
} else if (properties().getAnimationMatrix()) {
renderer.concatMatrix(*properties().getAnimationMatrix());
}
if (properties().hasTransformMatrix()) {
if (properties().isTransformTranslateOnly()) {
renderer.translate(properties().getTranslationX(), properties().getTranslationY());
} else {
renderer.concatMatrix(*properties().getTransformMatrix());
}
}
const bool isLayer = properties().layerProperties().type() != kLayerTypeNone;
int clipFlags = properties().getClippingFlags();
if (properties().getAlpha() < 1) {
if (isLayer) {
clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
renderer.setOverrideLayerAlpha(properties().getAlpha());
} else if (!properties().getHasOverlappingRendering()) {
renderer.scaleAlpha(properties().getAlpha());
} else {
Rect layerBounds(0, 0, getWidth(), getHeight());
int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
if (clipFlags) {
saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
properties().getClippingRectForFlags(clipFlags, &layerBounds);
clipFlags = 0; // all clipping done by saveLayer
}
SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
layerBounds.left, layerBounds.top, layerBounds.right, layerBounds.bottom,
properties().getAlpha() * 255, saveFlags);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
}
if (clipFlags) {
Rect clipRect;
properties().getClippingRectForFlags(clipFlags, &clipRect);
ClipRectOp* op = new (handler.allocator()) ClipRectOp(
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
SkRegion::kIntersect_Op);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
// TODO: support both reveal clip and outline clip simultaneously
if (mProperties.getRevealClip().willClip()) {
Rect bounds;
mProperties.getRevealClip().getBounds(&bounds);
renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
} else if (mProperties.getOutline().willClip()) {
renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
}
}
/**
* Apply property-based transformations to input matrix
*
* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
* matrix computation instead of the Skia 3x3 matrix + camera hackery.
*/
void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
if (properties().getLeft() != 0 || properties().getTop() != 0) {
matrix.translate(properties().getLeft(), properties().getTop());
}
if (properties().getStaticMatrix()) {
mat4 stat(*properties().getStaticMatrix());
matrix.multiply(stat);
} else if (properties().getAnimationMatrix()) {
mat4 anim(*properties().getAnimationMatrix());
matrix.multiply(anim);
}
bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
if (properties().hasTransformMatrix() || applyTranslationZ) {
if (properties().isTransformTranslateOnly()) {
matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
true3dTransform ? properties().getZ() : 0.0f);
} else {
if (!true3dTransform) {
matrix.multiply(*properties().getTransformMatrix());
} else {
mat4 true3dMat;
true3dMat.loadTranslate(
properties().getPivotX() + properties().getTranslationX(),
properties().getPivotY() + properties().getTranslationY(),
properties().getZ());
true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
true3dMat.rotate(properties().getRotation(), 0, 0, 1);
true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
matrix.multiply(true3dMat);
}
}
}
}
/**
* Organizes the DisplayList hierarchy to prepare for background projection reordering.
*
* This should be called before a call to defer() or drawDisplayList()
*
* Each DisplayList that serves as a 3d root builds its list of composited children,
* which are flagged to not draw in the standard draw loop.
*/
void RenderNode::computeOrdering() {
ATRACE_CALL();
mProjectedNodes.clear();
// TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
// transform properties are applied correctly to top level children
if (mDisplayListData == NULL) return;
for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
childOp->mRenderNode->computeOrderingImpl(childOp,
properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
}
}
void RenderNode::computeOrderingImpl(
DrawRenderNodeOp* opState,
const SkPath* outlineOfProjectionSurface,
Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
const mat4* transformFromProjectionSurface) {
mProjectedNodes.clear();
if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
// TODO: should avoid this calculation in most cases
// TODO: just calculate single matrix, down to all leaf composited elements
Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
if (properties().getProjectBackwards()) {
// composited projectee, flag for out of order draw, save matrix, and store in proj surface
opState->mSkipInOrderDraw = true;
opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
compositedChildrenOfProjectionSurface->add(opState);
} else {
// standard in order draw
opState->mSkipInOrderDraw = false;
}
if (mDisplayListData->children().size() > 0) {
const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
bool haveAppliedPropertiesToProjection = false;
for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
RenderNode* child = childOp->mRenderNode;
const SkPath* projectionOutline = NULL;
Vector<DrawRenderNodeOp*>* projectionChildren = NULL;
const mat4* projectionTransform = NULL;
if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
// if receiving projections, collect projecting descendent
// Note that if a direct descendent is projecting backwards, we pass it's
// grandparent projection collection, since it shouldn't project onto it's
// parent, where it will already be drawing.
projectionOutline = properties().getOutline().getPath();
projectionChildren = &mProjectedNodes;
projectionTransform = &mat4::identity();
} else {
if (!haveAppliedPropertiesToProjection) {
applyViewPropertyTransforms(localTransformFromProjectionSurface);
haveAppliedPropertiesToProjection = true;
}
projectionOutline = outlineOfProjectionSurface;
projectionChildren = compositedChildrenOfProjectionSurface;
projectionTransform = &localTransformFromProjectionSurface;
}
child->computeOrderingImpl(childOp,
projectionOutline, projectionChildren, projectionTransform);
}
}
}
class DeferOperationHandler {
public:
DeferOperationHandler(DeferStateStruct& deferStruct, int level)
: mDeferStruct(deferStruct), mLevel(level) {}
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
}
inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
inline void startMark(const char* name) {} // do nothing
inline void endMark() {}
inline int level() { return mLevel; }
inline int replayFlags() { return mDeferStruct.mReplayFlags; }
inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
private:
DeferStateStruct& mDeferStruct;
const int mLevel;
};
void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
DeferOperationHandler handler(deferStruct, level);
issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
}
class ReplayOperationHandler {
public:
ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
: mReplayStruct(replayStruct), mLevel(level) {}
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
mReplayStruct.mRenderer.eventMark(operation->name());
#endif
operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
}
inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
inline void startMark(const char* name) {
mReplayStruct.mRenderer.startMark(name);
}
inline void endMark() {
mReplayStruct.mRenderer.endMark();
}
inline int level() { return mLevel; }
inline int replayFlags() { return mReplayStruct.mReplayFlags; }
inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
private:
ReplayStateStruct& mReplayStruct;
const int mLevel;
};
void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
ReplayOperationHandler handler(replayStruct, level);
issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
}
void RenderNode::buildZSortedChildList(Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
if (mDisplayListData == NULL || mDisplayListData->children().size() == 0) return;
for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
RenderNode* child = childOp->mRenderNode;
float childZ = child->properties().getZ();
if (!MathUtils::isZero(childZ)) {
zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
childOp->mSkipInOrderDraw = true;
} else if (!child->properties().getProjectBackwards()) {
// regular, in order drawing DisplayList
childOp->mSkipInOrderDraw = false;
}
}
// Z sort 3d children (stable-ness makes z compare fall back to standard drawing order)
std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
}
template <class T>
void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
if (properties().getAlpha() <= 0.0f
|| properties().getOutline().getAlpha() <= 0.0f
|| !properties().getOutline().getPath()) {
// no shadow to draw
return;
}
mat4 shadowMatrixXY(transformFromParent);
applyViewPropertyTransforms(shadowMatrixXY);
// Z matrix needs actual 3d transformation, so mapped z values will be correct
mat4 shadowMatrixZ(transformFromParent);
applyViewPropertyTransforms(shadowMatrixZ, true);
const SkPath* casterOutlinePath = properties().getOutline().getPath();
const SkPath* revealClipPath = properties().getRevealClip().getPath();
if (revealClipPath && revealClipPath->isEmpty()) return;
float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
const SkPath* outlinePath = casterOutlinePath;
if (revealClipPath) {
// if we can't simply use the caster's path directly, create a temporary one
SkPath* frameAllocatedPath = handler.allocPathForFrame();
// intersect the outline with the convex reveal clip
Op(*casterOutlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
outlinePath = frameAllocatedPath;
}
DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
template <class T>
int RenderNode::issueOperationsOfNegZChildren(
const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
OpenGLRenderer& renderer, T& handler) {
if (zTranslatedNodes.isEmpty()) return -1;
// create a save around the body of the ViewGroup's draw method, so that
// matrix/clip methods don't affect composited children
int shadowSaveCount = renderer.getSaveCount();
handler(new (handler.allocator()) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
return shadowSaveCount;
}
template <class T>
void RenderNode::issueOperationsOfPosZChildren(int shadowRestoreTo,
const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
OpenGLRenderer& renderer, T& handler) {
if (zTranslatedNodes.isEmpty()) return;
LOG_ALWAYS_FATAL_IF(shadowRestoreTo < 0, "invalid save to restore to");
handler(new (handler.allocator()) RestoreToCountOp(shadowRestoreTo),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
renderer.setOverrideLayerAlpha(1.0f);
issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
}
#define SHADOW_DELTA 0.1f
template <class T>
void RenderNode::issueOperationsOf3dChildren(const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler) {
const int size = zTranslatedNodes.size();
if (size == 0
|| (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
|| (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
// no 3d children to draw
return;
}
/**
* Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
* with very similar Z heights to draw together.
*
* This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
* underneath both, and neither's shadow is drawn on top of the other.
*/
const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
size_t drawIndex, shadowIndex, endIndex;
if (mode == kNegativeZChildren) {
drawIndex = 0;
endIndex = nonNegativeIndex;
shadowIndex = endIndex; // draw no shadows
} else {
drawIndex = nonNegativeIndex;
endIndex = size;
shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
}
DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
float lastCasterZ = 0.0f;
while (shadowIndex < endIndex || drawIndex < endIndex) {
if (shadowIndex < endIndex) {
DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
RenderNode* caster = casterOp->mRenderNode;
const float casterZ = zTranslatedNodes[shadowIndex].key;
// attempt to render the shadow if the caster about to be drawn is its caster,
// OR if its caster's Z value is similar to the previous potential caster
if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
shadowIndex++;
continue;
}
}
// only the actual child DL draw needs to be in save/restore,
// since it modifies the renderer's matrix
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
RenderNode* child = childOp->mRenderNode;
renderer.concatMatrix(childOp->mTransformFromParent);
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
childOp->mSkipInOrderDraw = true;
renderer.restoreToCount(restoreTo);
drawIndex++;
}
}
template <class T>
void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
int restoreTo = renderer.getSaveCount();
LinearAllocator& alloc = handler.allocator();
handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
// Transform renderer to match background we're projecting onto
// (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
const DisplayListOp* op =
(mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
// If the projection reciever has an outline, we mask each of the projected rendernodes to it
// Either with clipRect, or special saveLayer masking
if (projectionReceiverOutline != NULL) {
const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
if (projectionReceiverOutline->isRect(NULL)) {
// mask to the rect outline simply with clipRect
ClipRectOp* clipOp = new (alloc) ClipRectOp(
outlineBounds.left(), outlineBounds.top(),
outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
} else {
// wrap the projected RenderNodes with a SaveLayer that will mask to the outline
SaveLayerOp* op = new (alloc) SaveLayerOp(
outlineBounds.left(), outlineBounds.top(),
outlineBounds.right(), outlineBounds.bottom(),
255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
op->setMask(projectionReceiverOutline);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
/* TODO: add optimizations here to take advantage of placement/size of projected
* children (which may shrink saveLayer area significantly). This is dependent on
* passing actual drawing/dirtying bounds of projected content down to native.
*/
}
}
// draw projected nodes
for (size_t i = 0; i < mProjectedNodes.size(); i++) {
DrawRenderNodeOp* childOp = mProjectedNodes[i];
// matrix save, concat, and restore can be done safely without allocating operations
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
childOp->mSkipInOrderDraw = true;
renderer.restoreToCount(restoreTo);
}
if (projectionReceiverOutline != NULL) {
handler(new (alloc) RestoreToCountOp(restoreTo),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
}
/**
* This function serves both defer and replay modes, and will organize the displayList's component
* operations for a single frame:
*
* Every 'simple' state operation that affects just the matrix and alpha (or other factors of
* DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
* defer logic) and operations in displayListOps are issued through the 'handler' which handles the
* defer vs replay logic, per operation
*/
template <class T>
void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
const int level = handler.level();
if (mDisplayListData->isEmpty()) {
DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
return;
}
const bool drawLayer = (mLayer && (&renderer != mLayer->renderer));
// If we are updating the contents of mLayer, we don't want to apply any of
// the RenderNode's properties to this issueOperations pass. Those will all
// be applied when the layer is drawn, aka when this is true.
const bool useViewProperties = (!mLayer || drawLayer);
if (useViewProperties) {
const Outline& outline = properties().getOutline();
if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", level * 2, "", this, getName());
return;
}
}
handler.startMark(getName());
#if DEBUG_DISPLAY_LIST
const Rect& clipRect = renderer.getLocalClipBounds();
DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
level * 2, "", this, getName(),
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
#endif
LinearAllocator& alloc = handler.allocator();
int restoreTo = renderer.getSaveCount();
handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
if (useViewProperties) {
setViewProperties<T>(renderer, handler);
}
bool quickRejected = properties().getClipToBounds()
&& renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
if (!quickRejected) {
if (drawLayer) {
handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
renderer.getSaveCount() - 1, properties().getClipToBounds());
} else {
Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
buildZSortedChildList(zTranslatedNodes);
// for 3d root, draw children with negative z values
int shadowRestoreTo = issueOperationsOfNegZChildren(zTranslatedNodes, renderer, handler);
DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
const int saveCountOffset = renderer.getSaveCount() - 1;
const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
const int size = static_cast<int>(mDisplayListData->displayListOps.size());
for (int i = 0; i < size; i++) {
DisplayListOp *op = mDisplayListData->displayListOps[i];
#if DEBUG_DISPLAY_LIST
op->output(level + 1);
#endif
logBuffer.writeCommand(level, op->name());
handler(op, saveCountOffset, properties().getClipToBounds());
if (CC_UNLIKELY(i == projectionReceiveIndex && mProjectedNodes.size() > 0)) {
issueOperationsOfProjectedChildren(renderer, handler);
}
}
// for 3d root, draw children with positive z values
issueOperationsOfPosZChildren(shadowRestoreTo, zTranslatedNodes, renderer, handler);
}
}
DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
handler(new (alloc) RestoreToCountOp(restoreTo),
PROPERTY_SAVECOUNT, properties().getClipToBounds());
renderer.setOverrideLayerAlpha(1.0f);
DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
handler.endMark();
}
} /* namespace uirenderer */
} /* namespace android */