Chris Craik 6fe991e5e7 Work to support saveLayer in new pipeline
clipped SaveLayers will now be pulled to the beginning of the frame,
prior to drawing FBO 0. This will remove the need for switching FBOs
mid-frame.

Change-Id: I4d8dc1f845e84e9b49d5acdf4f4703eef4a9cb06
2015-10-21 18:19:37 -07:00

300 lines
8.9 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.
*/
#include <SkCanvas.h>
#include "CanvasState.h"
#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
CanvasState::CanvasState(CanvasStateClient& renderer)
: mDirtyClip(false)
, mWidth(-1)
, mHeight(-1)
, mSaveCount(1)
, mCanvas(renderer)
, mSnapshot(&mFirstSnapshot) {
}
CanvasState::~CanvasState() {
// First call freeSnapshot on all but mFirstSnapshot
// to invoke all the dtors
freeAllSnapshots();
// Now actually release the memory
while (mSnapshotPool) {
void* temp = mSnapshotPool;
mSnapshotPool = mSnapshotPool->previous;
free(temp);
}
}
void CanvasState::initializeSaveStack(
int viewportWidth, int viewportHeight,
float clipLeft, float clipTop,
float clipRight, float clipBottom, const Vector3& lightCenter) {
if (mWidth != viewportWidth || mHeight != viewportHeight) {
mWidth = viewportWidth;
mHeight = viewportHeight;
mFirstSnapshot.initializeViewport(viewportWidth, viewportHeight);
mCanvas.onViewportInitialized();
}
freeAllSnapshots();
mSnapshot = allocSnapshot(&mFirstSnapshot,
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
mSnapshot->setClip(clipLeft, clipTop, clipRight, clipBottom);
mSnapshot->fbo = mCanvas.getTargetFbo();
mSnapshot->setRelativeLightCenter(lightCenter);
mSaveCount = 1;
}
Snapshot* CanvasState::allocSnapshot(Snapshot* previous, int savecount) {
void* memory;
if (mSnapshotPool) {
memory = mSnapshotPool;
mSnapshotPool = mSnapshotPool->previous;
mSnapshotPoolCount--;
} else {
memory = malloc(sizeof(Snapshot));
}
return new (memory) Snapshot(previous, savecount);
}
void CanvasState::freeSnapshot(Snapshot* snapshot) {
snapshot->~Snapshot();
// Arbitrary number, just don't let this grown unbounded
if (mSnapshotPoolCount > 10) {
free((void*) snapshot);
} else {
snapshot->previous = mSnapshotPool;
mSnapshotPool = snapshot;
mSnapshotPoolCount++;
}
}
void CanvasState::freeAllSnapshots() {
while (mSnapshot != &mFirstSnapshot) {
Snapshot* temp = mSnapshot;
mSnapshot = mSnapshot->previous;
freeSnapshot(temp);
}
}
///////////////////////////////////////////////////////////////////////////////
// Save (layer)
///////////////////////////////////////////////////////////////////////////////
/**
* Guaranteed to save without side-effects
*
* This approach, here and in restoreSnapshot(), allows subclasses to directly manipulate the save
* stack, and ensures restoreToCount() doesn't call back into subclass overrides.
*/
int CanvasState::saveSnapshot(int flags) {
mSnapshot = allocSnapshot(mSnapshot, flags);
return mSaveCount++;
}
int CanvasState::save(int flags) {
return saveSnapshot(flags);
}
/**
* Guaranteed to restore without side-effects.
*/
void CanvasState::restoreSnapshot() {
Snapshot* toRemove = mSnapshot;
Snapshot* toRestore = mSnapshot->previous;
mSaveCount--;
mSnapshot = toRestore;
// subclass handles restore implementation
mCanvas.onSnapshotRestored(*toRemove, *toRestore);
freeSnapshot(toRemove);
}
void CanvasState::restore() {
if (mSaveCount > 1) {
restoreSnapshot();
}
}
void CanvasState::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
while (mSaveCount > saveCount) {
restoreSnapshot();
}
}
///////////////////////////////////////////////////////////////////////////////
// Matrix
///////////////////////////////////////////////////////////////////////////////
void CanvasState::getMatrix(SkMatrix* matrix) const {
mSnapshot->transform->copyTo(*matrix);
}
void CanvasState::translate(float dx, float dy, float dz) {
mSnapshot->transform->translate(dx, dy, dz);
}
void CanvasState::rotate(float degrees) {
mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void CanvasState::scale(float sx, float sy) {
mSnapshot->transform->scale(sx, sy, 1.0f);
}
void CanvasState::skew(float sx, float sy) {
mSnapshot->transform->skew(sx, sy);
}
void CanvasState::setMatrix(const SkMatrix& matrix) {
mSnapshot->transform->load(matrix);
}
void CanvasState::setMatrix(const Matrix4& matrix) {
*(mSnapshot->transform) = matrix;
}
void CanvasState::concatMatrix(const SkMatrix& matrix) {
mat4 transform(matrix);
mSnapshot->transform->multiply(transform);
}
void CanvasState::concatMatrix(const Matrix4& matrix) {
mSnapshot->transform->multiply(matrix);
}
///////////////////////////////////////////////////////////////////////////////
// Clip
///////////////////////////////////////////////////////////////////////////////
bool CanvasState::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
mSnapshot->clip(left, top, right, bottom, op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipPath(const SkPath* path, SkRegion::Op op) {
mSnapshot->clipPath(*path, op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
bool CanvasState::clipRegion(const SkRegion* region, SkRegion::Op op) {
mSnapshot->clipRegionTransformed(*region, op);
mDirtyClip = true;
return !mSnapshot->clipIsEmpty();
}
void CanvasState::setClippingOutline(LinearAllocator& allocator, const Outline* outline) {
Rect bounds;
float radius;
if (!outline->getAsRoundRect(&bounds, &radius)) return; // only RR supported
bool outlineIsRounded = MathUtils::isPositive(radius);
if (!outlineIsRounded || currentTransform()->isSimple()) {
// TODO: consider storing this rect separately, so that this can't be replaced with clip ops
clipRect(bounds.left, bounds.top, bounds.right, bounds.bottom, SkRegion::kIntersect_Op);
}
if (outlineIsRounded) {
setClippingRoundRect(allocator, bounds, radius, false);
}
}
void CanvasState::setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority) {
mSnapshot->setClippingRoundRect(allocator, rect, radius, highPriority);
}
void CanvasState::setProjectionPathMask(LinearAllocator& allocator, const SkPath* path) {
mSnapshot->setProjectionPathMask(allocator, path);
}
///////////////////////////////////////////////////////////////////////////////
// Quick Rejection
///////////////////////////////////////////////////////////////////////////////
/**
* Calculates whether content drawn within the passed bounds would be outside of, or intersect with
* the clipRect. Does not modify the scissor.
*
* @param clipRequired if not null, will be set to true if element intersects clip
* (and wasn't rejected)
*
* @param snapOut if set, the geometry will be treated as having an AA ramp.
* See Rect::snapGeometryToPixelBoundaries()
*/
bool CanvasState::calculateQuickRejectForScissor(float left, float top,
float right, float bottom,
bool* clipRequired, bool* roundRectClipRequired,
bool snapOut) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.snapGeometryToPixelBoundaries(snapOut);
Rect clipRect(currentRenderTargetClip());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
// clip is required if geometry intersects clip rect
if (clipRequired) {
*clipRequired = !clipRect.contains(r);
}
// round rect clip is required if RR clip exists, and geometry intersects its corners
if (roundRectClipRequired) {
*roundRectClipRequired = mSnapshot->roundRectClipState != nullptr
&& mSnapshot->roundRectClipState->areaRequiresRoundRectClip(r);
}
return false;
}
bool CanvasState::quickRejectConservative(float left, float top,
float right, float bottom) const {
if (mSnapshot->isIgnored() || bottom <= top || right <= left) {
return true;
}
Rect r(left, top, right, bottom);
currentTransform()->mapRect(r);
r.roundOut(); // rounded out to be conservative
Rect clipRect(currentRenderTargetClip());
clipRect.snapToPixelBoundaries();
if (!clipRect.intersects(r)) return true;
return false;
}
} // namespace uirenderer
} // namespace android