android_frameworks_base/libs/hwui/DisplayListRenderer.h
Leon Scroggins III 0fa2bd699a DO NOT MERGE Inspect SkShader to determine hw shader.
cherry-pick of Iaa7189178bda1c55f96da044d2a9fa602ba36034

Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.

core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.

core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.

graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.

libs/hwui/Caches.h:
Include Extensions.h.

libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.

libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.

libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.

libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.

libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.

libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

BUG:10650594
Change-Id: I2e7182b3fc28268e7ca82fac6780540b6b45365c
2014-05-23 11:50:38 -04:00

296 lines
11 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <cutils/compiler.h>
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
#include "RenderNode.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayList;
class DisplayListRenderer;
class DisplayListOp;
class DrawOp;
class StateOp;
/**
* Records drawing commands in a display list for later playback into an OpenGLRenderer.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
ANDROID_API DisplayListRenderer();
virtual ~DisplayListRenderer();
ANDROID_API DisplayListData* finishRecording();
virtual bool isRecording() const { return true; }
// ----------------------------------------------------------------------------
// Frame state operations
// ----------------------------------------------------------------------------
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
virtual void interrupt();
virtual void resume();
// ----------------------------------------------------------------------------
// Canvas state operations
// ----------------------------------------------------------------------------
// Save (layer)
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags);
// Matrix
virtual void translate(float dx, float dy, float dz);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
virtual void setMatrix(const SkMatrix* matrix);
virtual void concatMatrix(const SkMatrix* matrix);
// Clip
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(const SkPath* path, SkRegion::Op op);
virtual bool clipRegion(const SkRegion* region, SkRegion::Op op);
// Misc - should be implemented with SkPaint inspection
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
// ----------------------------------------------------------------------------
// Canvas draw operations
// ----------------------------------------------------------------------------
virtual status_t drawColor(int color, SkXfermode::Mode mode);
// Bitmap-based
virtual status_t drawBitmap(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint);
virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
const SkPaint* paint);
virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint);
virtual status_t drawBitmapData(const SkBitmap* bitmap, float left, float top,
const SkPaint* paint);
virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint);
virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint);
// Shapes
virtual status_t drawRect(float left, float top, float right, float bottom,
const SkPaint* paint);
virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
virtual status_t drawCircle(CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom,
const SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
// Text
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode = kDrawOpMode_Immediate);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
float hOffset, float vOffset, const SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, const SkPaint* paint);
// ----------------------------------------------------------------------------
// Canvas draw operations - special
// ----------------------------------------------------------------------------
virtual status_t drawLayer(Layer* layer, float x, float y);
virtual status_t drawDisplayList(RenderNode* displayList, Rect& dirty,
int32_t replayFlags);
// TODO: rename for consistency
virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
private:
void insertRestoreToCount();
void insertTranslate();
LinearAllocator& alloc() { return mDisplayListData->allocator; }
void addStateOp(StateOp* op);
void addDrawOp(DrawOp* op);
void addOpInternal(DisplayListOp* op) {
insertRestoreToCount();
insertTranslate();
mDisplayListData->displayListOps.add(op);
}
template<class T>
inline const T* refBuffer(const T* srcBuffer, int32_t count) {
if (!srcBuffer) return NULL;
T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
memcpy(dstBuffer, srcBuffer, count * sizeof(T));
return dstBuffer;
}
inline char* refText(const char* text, size_t byteLength) {
return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
}
inline const SkPath* refPath(const SkPath* path) {
if (!path) return NULL;
const SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
SkPath* newPathCopy = new SkPath(*path);
newPathCopy->setSourcePath(path);
pathCopy = newPathCopy;
// replaceValueFor() performs an add if the entry doesn't exist
mPathMap.replaceValueFor(path, pathCopy);
mDisplayListData->paths.add(pathCopy);
}
if (mDisplayListData->sourcePaths.indexOf(path) < 0) {
mCaches.resourceCache.incrementRefcount(path);
mDisplayListData->sourcePaths.add(path);
}
return pathCopy;
}
inline const SkPaint* refPaint(const SkPaint* paint) {
if (!paint) {
return paint;
}
const 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);
mDisplayListData->paints.add(paintCopy);
}
return paintCopy;
}
inline const SkRegion* refRegion(const SkRegion* region) {
if (!region) {
return region;
}
const SkRegion* regionCopy = mRegionMap.valueFor(region);
// TODO: Add generation ID to SkRegion
if (regionCopy == NULL) {
regionCopy = new SkRegion(*region);
// replaceValueFor() performs an add if the entry doesn't exist
mRegionMap.replaceValueFor(region, regionCopy);
mDisplayListData->regions.add(regionCopy);
}
return regionCopy;
}
inline const SkMatrix* refMatrix(const SkMatrix* matrix) {
if (matrix) {
// Copying the matrix is cheap and prevents against the user changing
// the original matrix before the operation that uses it
const SkMatrix* copy = new SkMatrix(*matrix);
mDisplayListData->matrices.add(copy);
return copy;
}
return matrix;
}
inline Layer* refLayer(Layer* layer) {
mDisplayListData->layers.add(layer);
mCaches.resourceCache.incrementRefcount(layer);
return layer;
}
inline const SkBitmap* refBitmap(const 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.
mDisplayListData->bitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline const SkBitmap* refBitmapData(const SkBitmap* bitmap) {
mDisplayListData->ownedBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
mDisplayListData->patchResources.add(patch);
mCaches.resourceCache.incrementRefcount(patch);
return patch;
}
DefaultKeyedVector<const SkPaint*, const SkPaint*> mPaintMap;
DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
Caches& mCaches;
DisplayListData* mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
int mRestoreSaveCount;
friend class RenderNode;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H