Bug #7326824 When a layer is taken out of the cache and initialized it gets cleared to prepare it for future rendering. This triggers the following sequence of operations: glBindFramebuffer(layer.fbo) attach texture storage to FBO glClear() glBindFramebuffer(defaultFbo) The clear forces a resolve on tilers which stalls the CPU for a little while, thus producing jank during animations. This change moves the clear to the next frame when we know we will have to execute a resolve anyway. Change-Id: Ic1939c25df20ed65a4c48dc81ee549b2cd8b6ec3
906 lines
26 KiB
C++
906 lines
26 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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#include <SkChunkAlloc.h>
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#include <SkFlattenable.h>
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#include <SkMatrix.h>
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#include <SkCamera.h>
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#include <SkPaint.h>
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#include <SkPath.h>
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#include <SkRefCnt.h>
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#include <SkTDArray.h>
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#include <SkTSearch.h>
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#include <cutils/compiler.h>
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#include "DisplayListLogBuffer.h"
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#include "OpenGLRenderer.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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#define MIN_WRITER_SIZE 4096
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#define OP_MAY_BE_SKIPPED_MASK 0xff000000
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// Debug
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#if DEBUG_DISPLAY_LIST
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#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
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#else
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#define DISPLAY_LIST_LOGD(...)
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#endif
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#define TRANSLATION 0x0001
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#define ROTATION 0x0002
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#define ROTATION_3D 0x0004
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#define SCALE 0x0008
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#define PIVOT 0x0010
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///////////////////////////////////////////////////////////////////////////////
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// Display list
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///////////////////////////////////////////////////////////////////////////////
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class DisplayListRenderer;
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/**
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* Replays recorded drawing commands.
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*/
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class DisplayList {
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public:
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DisplayList(const DisplayListRenderer& recorder);
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ANDROID_API ~DisplayList();
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// IMPORTANT: Update the intialization of OP_NAMES in the .cpp file
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// when modifying this file
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enum Op {
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// Non-drawing operations
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Save = 0,
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Restore,
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RestoreToCount,
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SaveLayer,
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SaveLayerAlpha,
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Translate,
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Rotate,
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Scale,
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Skew,
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SetMatrix,
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ConcatMatrix,
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ClipRect,
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// Drawing operations
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DrawDisplayList,
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DrawLayer,
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DrawBitmap,
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DrawBitmapMatrix,
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DrawBitmapRect,
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DrawBitmapData,
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DrawBitmapMesh,
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DrawPatch,
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DrawColor,
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DrawRect,
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DrawRoundRect,
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DrawCircle,
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DrawOval,
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DrawArc,
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DrawPath,
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DrawLines,
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DrawPoints,
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DrawTextOnPath,
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DrawPosText,
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DrawText,
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ResetShader,
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SetupShader,
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ResetColorFilter,
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SetupColorFilter,
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ResetShadow,
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SetupShadow,
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ResetPaintFilter,
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SetupPaintFilter,
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DrawGLFunction,
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};
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// See flags defined in DisplayList.java
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enum ReplayFlag {
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kReplayFlag_ClipChildren = 0x1
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};
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static const char* OP_NAMES[];
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void setViewProperties(OpenGLRenderer& renderer, uint32_t level);
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void outputViewProperties(OpenGLRenderer& renderer, char* indent);
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ANDROID_API size_t getSize();
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ANDROID_API static void destroyDisplayListDeferred(DisplayList* displayList);
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ANDROID_API static void outputLogBuffer(int fd);
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void initFromDisplayListRenderer(const DisplayListRenderer& recorder, bool reusing = false);
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status_t replay(OpenGLRenderer& renderer, Rect& dirty, int32_t flags, uint32_t level = 0);
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void output(OpenGLRenderer& renderer, uint32_t level = 0);
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ANDROID_API void reset();
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void setRenderable(bool renderable) {
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mIsRenderable = renderable;
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}
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bool isRenderable() const {
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return mIsRenderable;
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}
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void setName(const char* name) {
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if (name) {
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mName.setTo(name);
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}
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}
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void setClipChildren(bool clipChildren) {
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mClipChildren = clipChildren;
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}
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void setStaticMatrix(SkMatrix* matrix) {
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delete mStaticMatrix;
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mStaticMatrix = new SkMatrix(*matrix);
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}
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void setAnimationMatrix(SkMatrix* matrix) {
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delete mAnimationMatrix;
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if (matrix) {
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mAnimationMatrix = new SkMatrix(*matrix);
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} else {
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mAnimationMatrix = NULL;
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}
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}
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void setAlpha(float alpha) {
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alpha = fminf(1.0f, fmaxf(0.0f, alpha));
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if (alpha != mAlpha) {
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mAlpha = alpha;
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mMultipliedAlpha = (int) (255 * alpha);
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}
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}
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void setHasOverlappingRendering(bool hasOverlappingRendering) {
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mHasOverlappingRendering = hasOverlappingRendering;
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}
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void setTranslationX(float translationX) {
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if (translationX != mTranslationX) {
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mTranslationX = translationX;
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mMatrixDirty = true;
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if (mTranslationX == 0.0f && mTranslationY == 0.0f) {
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mMatrixFlags &= ~TRANSLATION;
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} else {
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mMatrixFlags |= TRANSLATION;
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}
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}
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}
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void setTranslationY(float translationY) {
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if (translationY != mTranslationY) {
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mTranslationY = translationY;
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mMatrixDirty = true;
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if (mTranslationX == 0.0f && mTranslationY == 0.0f) {
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mMatrixFlags &= ~TRANSLATION;
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} else {
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mMatrixFlags |= TRANSLATION;
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}
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}
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}
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void setRotation(float rotation) {
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if (rotation != mRotation) {
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mRotation = rotation;
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mMatrixDirty = true;
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if (mRotation == 0.0f) {
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mMatrixFlags &= ~ROTATION;
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} else {
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mMatrixFlags |= ROTATION;
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}
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}
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}
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void setRotationX(float rotationX) {
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if (rotationX != mRotationX) {
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mRotationX = rotationX;
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mMatrixDirty = true;
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if (mRotationX == 0.0f && mRotationY == 0.0f) {
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mMatrixFlags &= ~ROTATION_3D;
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} else {
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mMatrixFlags |= ROTATION_3D;
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}
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}
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}
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void setRotationY(float rotationY) {
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if (rotationY != mRotationY) {
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mRotationY = rotationY;
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mMatrixDirty = true;
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if (mRotationX == 0.0f && mRotationY == 0.0f) {
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mMatrixFlags &= ~ROTATION_3D;
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} else {
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mMatrixFlags |= ROTATION_3D;
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}
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}
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}
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void setScaleX(float scaleX) {
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if (scaleX != mScaleX) {
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mScaleX = scaleX;
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mMatrixDirty = true;
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if (mScaleX == 1.0f && mScaleY == 1.0f) {
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mMatrixFlags &= ~SCALE;
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} else {
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mMatrixFlags |= SCALE;
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}
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}
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}
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void setScaleY(float scaleY) {
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if (scaleY != mScaleY) {
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mScaleY = scaleY;
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mMatrixDirty = true;
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if (mScaleX == 1.0f && mScaleY == 1.0f) {
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mMatrixFlags &= ~SCALE;
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} else {
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mMatrixFlags |= SCALE;
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}
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}
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}
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void setPivotX(float pivotX) {
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mPivotX = pivotX;
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mMatrixDirty = true;
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if (mPivotX == 0.0f && mPivotY == 0.0f) {
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mMatrixFlags &= ~PIVOT;
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} else {
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mMatrixFlags |= PIVOT;
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}
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mPivotExplicitlySet = true;
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}
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void setPivotY(float pivotY) {
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mPivotY = pivotY;
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mMatrixDirty = true;
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if (mPivotX == 0.0f && mPivotY == 0.0f) {
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mMatrixFlags &= ~PIVOT;
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} else {
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mMatrixFlags |= PIVOT;
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}
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mPivotExplicitlySet = true;
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}
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void setCameraDistance(float distance) {
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if (distance != mCameraDistance) {
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mCameraDistance = distance;
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mMatrixDirty = true;
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if (!mTransformCamera) {
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mTransformCamera = new Sk3DView();
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mTransformMatrix3D = new SkMatrix();
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}
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mTransformCamera->setCameraLocation(0, 0, distance);
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}
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}
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void setLeft(int left) {
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if (left != mLeft) {
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mLeft = left;
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mWidth = mRight - mLeft;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setTop(int top) {
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if (top != mTop) {
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mTop = top;
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mHeight = mBottom - mTop;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setRight(int right) {
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if (right != mRight) {
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mRight = right;
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mWidth = mRight - mLeft;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setBottom(int bottom) {
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if (bottom != mBottom) {
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mBottom = bottom;
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mHeight = mBottom - mTop;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setLeftTop(int left, int top) {
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if (left != mLeft || top != mTop) {
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mLeft = left;
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mTop = top;
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mWidth = mRight - mLeft;
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mHeight = mBottom - mTop;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setLeftTopRightBottom(int left, int top, int right, int bottom) {
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if (left != mLeft || top != mTop || right != mRight || bottom != mBottom) {
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mLeft = left;
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mTop = top;
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mRight = right;
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mBottom = bottom;
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mWidth = mRight - mLeft;
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mHeight = mBottom - mTop;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void offsetLeftRight(int offset) {
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if (offset != 0) {
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mLeft += offset;
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mRight += offset;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void offsetTopBottom(int offset) {
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if (offset != 0) {
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mTop += offset;
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mBottom += offset;
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if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
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mMatrixDirty = true;
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}
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}
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}
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void setCaching(bool caching) {
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mCaching = caching;
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}
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int getWidth() {
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return mWidth;
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}
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int getHeight() {
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return mHeight;
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}
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private:
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void init();
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void clearResources();
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void updateMatrix();
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class TextContainer {
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public:
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size_t length() const {
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return mByteLength;
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}
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const char* text() const {
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return (const char*) mText;
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}
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size_t mByteLength;
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const char* mText;
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};
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SkBitmap* getBitmap() {
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return (SkBitmap*) getInt();
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}
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SkBitmap* getBitmapData() {
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return (SkBitmap*) getInt();
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}
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SkiaShader* getShader() {
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return (SkiaShader*) getInt();
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}
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SkiaColorFilter* getColorFilter() {
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return (SkiaColorFilter*) getInt();
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}
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inline int32_t getIndex() {
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return mReader.readInt();
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}
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inline int32_t getInt() {
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return mReader.readInt();
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}
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inline uint32_t getUInt() {
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return mReader.readU32();
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}
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SkMatrix* getMatrix() {
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return (SkMatrix*) getInt();
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}
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SkPath* getPath() {
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return (SkPath*) getInt();
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}
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SkPaint* getPaint(OpenGLRenderer& renderer) {
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return renderer.filterPaint((SkPaint*) getInt());
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}
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DisplayList* getDisplayList() {
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return (DisplayList*) getInt();
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}
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inline float getFloat() {
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return mReader.readScalar();
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}
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int32_t* getInts(uint32_t& count) {
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count = getInt();
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return (int32_t*) mReader.skip(count * sizeof(int32_t));
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}
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uint32_t* getUInts(int8_t& count) {
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count = getInt();
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return (uint32_t*) mReader.skip(count * sizeof(uint32_t));
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}
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float* getFloats(int32_t& count) {
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count = getInt();
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return (float*) mReader.skip(count * sizeof(float));
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}
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void getText(TextContainer* text) {
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size_t length = text->mByteLength = getInt();
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text->mText = (const char*) mReader.skip(length);
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}
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Vector<SkBitmap*> mBitmapResources;
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Vector<SkBitmap*> mOwnedBitmapResources;
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Vector<SkiaColorFilter*> mFilterResources;
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Vector<SkPaint*> mPaints;
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Vector<SkPath*> mPaths;
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SortedVector<SkPath*> mSourcePaths;
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Vector<SkMatrix*> mMatrices;
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Vector<SkiaShader*> mShaders;
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Vector<Layer*> mLayers;
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mutable SkFlattenableReadBuffer mReader;
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size_t mSize;
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bool mIsRenderable;
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uint32_t mFunctorCount;
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String8 mName;
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// View properties
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bool mClipChildren;
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float mAlpha;
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int mMultipliedAlpha;
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bool mHasOverlappingRendering;
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float mTranslationX, mTranslationY;
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float mRotation, mRotationX, mRotationY;
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float mScaleX, mScaleY;
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float mPivotX, mPivotY;
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float mCameraDistance;
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int mLeft, mTop, mRight, mBottom;
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int mWidth, mHeight;
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int mPrevWidth, mPrevHeight;
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bool mPivotExplicitlySet;
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bool mMatrixDirty;
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bool mMatrixIsIdentity;
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uint32_t mMatrixFlags;
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SkMatrix* mTransformMatrix;
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Sk3DView* mTransformCamera;
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SkMatrix* mTransformMatrix3D;
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SkMatrix* mStaticMatrix;
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SkMatrix* mAnimationMatrix;
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bool mCaching;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Records drawing commands in a display list for latter playback.
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*/
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class DisplayListRenderer: public OpenGLRenderer {
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public:
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ANDROID_API DisplayListRenderer();
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virtual ~DisplayListRenderer();
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ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
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virtual bool isDeferred();
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virtual void setViewport(int width, int height);
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virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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virtual status_t callDrawGLFunction(Functor *functor, Rect& dirty);
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virtual void interrupt();
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virtual void resume();
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virtual int save(int flags);
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virtual void restore();
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virtual void restoreToCount(int saveCount);
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virtual int saveLayer(float left, float top, float right, float bottom,
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SkPaint* p, int flags);
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virtual int saveLayerAlpha(float left, float top, float right, float bottom,
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int alpha, int flags);
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virtual void translate(float dx, float dy);
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virtual void rotate(float degrees);
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virtual void scale(float sx, float sy);
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virtual void skew(float sx, float sy);
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virtual void setMatrix(SkMatrix* matrix);
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virtual void concatMatrix(SkMatrix* matrix);
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virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags,
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uint32_t level = 0);
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virtual status_t drawLayer(Layer* layer, float x, float y, SkPaint* paint);
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virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
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virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
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virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
|
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float srcRight, float srcBottom, float dstLeft, float dstTop,
|
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float dstRight, float dstBottom, SkPaint* paint);
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virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
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virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
|
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float* vertices, int* colors, SkPaint* paint);
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virtual status_t drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
|
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const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
|
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float left, float top, float right, float bottom, SkPaint* paint);
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virtual status_t drawColor(int color, SkXfermode::Mode mode);
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virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
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virtual status_t drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, SkPaint* paint);
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virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
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virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
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virtual status_t drawArc(float left, float top, float right, float bottom,
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float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
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virtual status_t drawPath(SkPath* path, SkPaint* paint);
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virtual status_t drawLines(float* points, int count, SkPaint* paint);
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virtual status_t drawPoints(float* points, int count, SkPaint* paint);
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virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
|
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float hOffset, float vOffset, SkPaint* paint);
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virtual status_t drawPosText(const char* text, int bytesCount, int count,
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const float* positions, SkPaint* paint);
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virtual status_t drawText(const char* text, int bytesCount, int count,
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float x, float y, const float* positions, SkPaint* paint, float length);
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|
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virtual void resetShader();
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virtual void setupShader(SkiaShader* shader);
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|
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virtual void resetColorFilter();
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virtual void setupColorFilter(SkiaColorFilter* filter);
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|
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virtual void resetShadow();
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virtual void setupShadow(float radius, float dx, float dy, int color);
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|
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virtual void resetPaintFilter();
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virtual void setupPaintFilter(int clearBits, int setBits);
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|
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ANDROID_API void reset();
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|
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const SkWriter32& writeStream() const {
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return mWriter;
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}
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|
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const Vector<SkBitmap*>& getBitmapResources() const {
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|
return mBitmapResources;
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}
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|
|
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const Vector<SkBitmap*>& getOwnedBitmapResources() const {
|
|
return mOwnedBitmapResources;
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|
}
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|
|
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const Vector<SkiaColorFilter*>& getFilterResources() const {
|
|
return mFilterResources;
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|
}
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|
|
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const Vector<SkiaShader*>& getShaders() const {
|
|
return mShaders;
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|
}
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|
|
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const Vector<SkPaint*>& getPaints() const {
|
|
return mPaints;
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|
}
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|
|
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const Vector<SkPath*>& getPaths() const {
|
|
return mPaths;
|
|
}
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|
|
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const SortedVector<SkPath*>& getSourcePaths() const {
|
|
return mSourcePaths;
|
|
}
|
|
|
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const Vector<Layer*>& getLayers() const {
|
|
return mLayers;
|
|
}
|
|
|
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const Vector<SkMatrix*>& getMatrices() const {
|
|
return mMatrices;
|
|
}
|
|
|
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uint32_t getFunctorCount() const {
|
|
return mFunctorCount;
|
|
}
|
|
|
|
private:
|
|
void insertRestoreToCount() {
|
|
if (mRestoreSaveCount >= 0) {
|
|
mWriter.writeInt(DisplayList::RestoreToCount);
|
|
addInt(mRestoreSaveCount);
|
|
mRestoreSaveCount = -1;
|
|
}
|
|
}
|
|
|
|
void insertTranlate() {
|
|
if (mHasTranslate) {
|
|
if (mTranslateX != 0.0f || mTranslateY != 0.0f) {
|
|
mWriter.writeInt(DisplayList::Translate);
|
|
addPoint(mTranslateX, mTranslateY);
|
|
mTranslateX = mTranslateY = 0.0f;
|
|
}
|
|
mHasTranslate = false;
|
|
}
|
|
}
|
|
|
|
inline void addOp(const DisplayList::Op drawOp) {
|
|
insertRestoreToCount();
|
|
insertTranlate();
|
|
mWriter.writeInt(drawOp);
|
|
mHasDrawOps = mHasDrawOps || drawOp >= DisplayList::DrawDisplayList;
|
|
}
|
|
|
|
uint32_t* addOp(const DisplayList::Op drawOp, const bool reject) {
|
|
insertRestoreToCount();
|
|
insertTranlate();
|
|
mHasDrawOps = mHasDrawOps || drawOp >= DisplayList::DrawDisplayList;
|
|
if (reject) {
|
|
mWriter.writeInt(OP_MAY_BE_SKIPPED_MASK | drawOp);
|
|
mWriter.writeInt(0xdeaddead);
|
|
mBufferSize = mWriter.size();
|
|
return mWriter.peek32(mBufferSize - sizeof(int32_t));
|
|
}
|
|
mWriter.writeInt(drawOp);
|
|
return NULL;
|
|
}
|
|
|
|
inline void addSkip(uint32_t* location) {
|
|
if (location) {
|
|
*location = (int32_t) (mWriter.size() - mBufferSize);
|
|
}
|
|
}
|
|
|
|
inline void addInt(int32_t value) {
|
|
mWriter.writeInt(value);
|
|
}
|
|
|
|
inline void addSize(uint32_t w, uint32_t h) {
|
|
mWriter.writeInt(w);
|
|
mWriter.writeInt(h);
|
|
}
|
|
|
|
void addInts(const int32_t* values, uint32_t count) {
|
|
mWriter.writeInt(count);
|
|
mWriter.write(values, count * sizeof(int32_t));
|
|
}
|
|
|
|
void addUInts(const uint32_t* values, int8_t count) {
|
|
mWriter.writeInt(count);
|
|
mWriter.write(values, count * sizeof(uint32_t));
|
|
}
|
|
|
|
inline void addFloat(float value) {
|
|
mWriter.writeScalar(value);
|
|
}
|
|
|
|
void addFloats(const float* values, int32_t count) {
|
|
mWriter.writeInt(count);
|
|
mWriter.write(values, count * sizeof(float));
|
|
}
|
|
|
|
inline void addPoint(float x, float y) {
|
|
mWriter.writeScalar(x);
|
|
mWriter.writeScalar(y);
|
|
}
|
|
|
|
inline void addBounds(float left, float top, float right, float bottom) {
|
|
mWriter.writeScalar(left);
|
|
mWriter.writeScalar(top);
|
|
mWriter.writeScalar(right);
|
|
mWriter.writeScalar(bottom);
|
|
}
|
|
|
|
inline void addText(const void* text, size_t byteLength) {
|
|
mWriter.writeInt(byteLength);
|
|
mWriter.writePad(text, byteLength);
|
|
}
|
|
|
|
inline void addPath(SkPath* path) {
|
|
if (!path) {
|
|
addInt((int) NULL);
|
|
return;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
addInt((int) pathCopy);
|
|
}
|
|
|
|
inline SkPaint* addPaint(SkPaint* paint) {
|
|
if (!paint) {
|
|
addInt((int) NULL);
|
|
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);
|
|
}
|
|
|
|
addInt((int) paintCopy);
|
|
|
|
return paintCopy;
|
|
}
|
|
|
|
inline void addDisplayList(DisplayList* displayList) {
|
|
// TODO: To be safe, the display list should be ref-counted in the
|
|
// resources cache, but we rely on the caller (UI toolkit) to
|
|
// do the right thing for now
|
|
addInt((int) displayList);
|
|
}
|
|
|
|
inline void addMatrix(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);
|
|
addInt((int) copy);
|
|
mMatrices.add(copy);
|
|
}
|
|
|
|
inline void addLayer(Layer* layer) {
|
|
addInt((int) layer);
|
|
mLayers.add(layer);
|
|
mCaches.resourceCache.incrementRefcount(layer);
|
|
}
|
|
|
|
inline void addBitmap(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.
|
|
addInt((int) bitmap);
|
|
mBitmapResources.add(bitmap);
|
|
mCaches.resourceCache.incrementRefcount(bitmap);
|
|
}
|
|
|
|
void addBitmapData(SkBitmap* bitmap) {
|
|
addInt((int) bitmap);
|
|
mOwnedBitmapResources.add(bitmap);
|
|
mCaches.resourceCache.incrementRefcount(bitmap);
|
|
}
|
|
|
|
inline void addShader(SkiaShader* shader) {
|
|
if (!shader) {
|
|
addInt((int) NULL);
|
|
return;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
addInt((int) shaderCopy);
|
|
}
|
|
|
|
inline void addColorFilter(SkiaColorFilter* colorFilter) {
|
|
addInt((int) colorFilter);
|
|
mFilterResources.add(colorFilter);
|
|
mCaches.resourceCache.incrementRefcount(colorFilter);
|
|
}
|
|
|
|
Vector<SkBitmap*> mBitmapResources;
|
|
Vector<SkBitmap*> mOwnedBitmapResources;
|
|
Vector<SkiaColorFilter*> mFilterResources;
|
|
|
|
Vector<SkPaint*> mPaints;
|
|
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
|
|
|
|
Vector<SkPath*> mPaths;
|
|
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
|
|
|
|
SortedVector<SkPath*> mSourcePaths;
|
|
|
|
Vector<SkiaShader*> mShaders;
|
|
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
|
|
|
|
Vector<SkMatrix*> mMatrices;
|
|
|
|
Vector<Layer*> mLayers;
|
|
|
|
uint32_t mBufferSize;
|
|
|
|
int mRestoreSaveCount;
|
|
|
|
Caches& mCaches;
|
|
SkWriter32 mWriter;
|
|
|
|
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
|