John Reck acb6f07623 Split out RenderProperties
Change-Id: Ia9888b4fb2c849d95a8c395cafef2e2294a23aae
2014-03-12 23:32:24 +00:00

280 lines
7.9 KiB
C++

/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_H
#define ANDROID_HWUI_DISPLAY_LIST_H
#ifndef LOG_TAG
#define LOG_TAG "OpenGLRenderer"
#endif
#include <SkCamera.h>
#include <SkMatrix.h>
#include <private/hwui/DrawGlInfo.h>
#include <utils/KeyedVector.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/String8.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
#include "Matrix.h"
#include "DeferredDisplayList.h"
#include "RenderProperties.h"
class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;
namespace android {
namespace uirenderer {
class DeferredDisplayList;
class DisplayListOp;
class DisplayListRenderer;
class OpenGLRenderer;
class Rect;
class Layer;
class SkiaShader;
class ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
class DrawDisplayListOp;
/**
* Holds data used in the playback a tree of DisplayLists.
*/
class PlaybackStateStruct {
protected:
PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
: mRenderer(renderer), mReplayFlags(replayFlags), mAllocator(allocator){}
public:
OpenGLRenderer& mRenderer;
const int mReplayFlags;
// Allocator with the lifetime of a single frame.
// replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator
LinearAllocator * const mAllocator;
};
class DeferStateStruct : public PlaybackStateStruct {
public:
DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
mDeferredList(deferredList) {}
DeferredDisplayList& mDeferredList;
};
class ReplayStateStruct : public PlaybackStateStruct {
public:
ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
mDirty(dirty), mDrawGlStatus(DrawGlInfo::kStatusDone) {}
Rect& mDirty;
status_t mDrawGlStatus;
LinearAllocator mReplayAllocator;
};
/**
* Data structure that holds the list of commands used in display list stream
*/
class DisplayListData {
public:
DisplayListData() : projectionReceiveIndex(-1), functorCount(0), hasDrawOps(false) {}
virtual ~DisplayListData() { cleanupResources(); }
// allocator into which all ops were allocated
LinearAllocator allocator;
// pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
// list of children display lists for quick, non-drawing traversal
Vector<DrawDisplayListOp*> children;
// index of DisplayListOp restore, after which projected descendents should be drawn
int projectionReceiveIndex;
Vector<const SkBitmap*> bitmapResources;
Vector<const SkBitmap*> ownedBitmapResources;
Vector<const Res_png_9patch*> patchResources;
Vector<const SkPaint*> paints;
Vector<const SkPath*> paths;
SortedVector<const SkPath*> sourcePaths;
Vector<const SkRegion*> regions;
Vector<const SkMatrix*> matrices;
Vector<SkiaShader*> shaders;
Vector<Layer*> layers;
uint32_t functorCount;
bool hasDrawOps;
bool isEmpty() {
return !displayListOps.size();
}
private:
void cleanupResources();
};
/**
* Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
*
* Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
* functionality is split between DisplayListRenderer (which manages the recording), DisplayListData
* (which holds the actual data), and DisplayList (which holds properties and performs playback onto
* a renderer).
*
* Note that DisplayListData is swapped out from beneath an individual DisplayList when a view's
* recorded stream of canvas operations is refreshed. The DisplayList (and its properties) stay
* attached.
*/
class RenderNode {
public:
ANDROID_API RenderNode();
ANDROID_API ~RenderNode();
// See flags defined in DisplayList.java
enum ReplayFlag {
kReplayFlag_ClipChildren = 0x1
};
ANDROID_API static void destroyDisplayListDeferred(RenderNode* displayList);
ANDROID_API static void outputLogBuffer(int fd);
ANDROID_API void setData(DisplayListData* newData);
void computeOrdering();
void defer(DeferStateStruct& deferStruct, const int level);
void replay(ReplayStateStruct& replayStruct, const int level);
ANDROID_API void output(uint32_t level = 1);
bool isRenderable() const {
return mDisplayListData && mDisplayListData->hasDrawOps;
}
void setName(const char* name) {
if (name) {
char* lastPeriod = strrchr(name, '.');
if (lastPeriod) {
mName.setTo(lastPeriod + 1);
} else {
mName.setTo(name);
}
}
}
RenderProperties& properties() {
return mProperties;
}
bool isProjectionReceiver() {
return properties().isProjectionReceiver();
}
int getWidth() {
return properties().getWidth();
}
int getHeight() {
return properties().getHeight();
}
private:
typedef key_value_pair_t<float, DrawDisplayListOp*> ZDrawDisplayListOpPair;
static size_t findNonNegativeIndex(const Vector<ZDrawDisplayListOpPair>& nodes) {
for (size_t i = 0; i < nodes.size(); i++) {
if (nodes[i].key >= 0.0f) return i;
}
return nodes.size();
}
enum ChildrenSelectMode {
kNegativeZChildren,
kPositiveZChildren
};
void outputViewProperties(const int level);
void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false);
void computeOrderingImpl(DrawDisplayListOp* opState,
Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
const mat4* transformFromProjectionSurface);
template <class T>
inline void setViewProperties(OpenGLRenderer& renderer, T& handler, const int level);
void buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes);
template <class T>
inline void iterate3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler);
template <class T>
inline void iterateProjectedChildren(OpenGLRenderer& renderer, T& handler, const int level);
template <class T>
inline void iterate(OpenGLRenderer& renderer, T& handler, const int level);
class TextContainer {
public:
size_t length() const {
return mByteLength;
}
const char* text() const {
return (const char*) mText;
}
size_t mByteLength;
const char* mText;
};
String8 mName;
bool mDestroyed; // used for debugging crash, TODO: remove once invalid state crash fixed
RenderProperties mProperties;
DisplayListData* mDisplayListData;
/**
* Draw time state - these properties are only set and used during rendering
*/
// for projection surfaces, contains a list of all children items
Vector<DrawDisplayListOp*> mProjectedNodes;
}; // class DisplayList
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H