Draw VectorDrawables in GPU backed surface. Render VD cache at the beginning of the frame to avoid context switching. Test: CTS graphics tests pass. Change-Id: Ia14e0ec4049c3fa87f03547fbda44043bf8dd793
145 lines
4.9 KiB
C++
145 lines
4.9 KiB
C++
/*
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* Copyright (C) 2016 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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#pragma once
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#include "renderthread/CanvasContext.h"
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#include "FrameBuilder.h"
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#include "renderthread/IRenderPipeline.h"
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#include <SkSurface.h>
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namespace android {
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namespace uirenderer {
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namespace skiapipeline {
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class SkiaPipeline : public renderthread::IRenderPipeline {
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public:
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SkiaPipeline(renderthread::RenderThread& thread);
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virtual ~SkiaPipeline() {}
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TaskManager* getTaskManager() override;
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void onDestroyHardwareResources() override;
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bool pinImages(std::vector<SkImage*>& mutableImages) override;
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bool pinImages(LsaVector<sk_sp<Bitmap>>& images) override { return false; }
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void unpinImages() override;
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void renderLayers(const FrameBuilder::LightGeometry& lightGeometry,
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LayerUpdateQueue* layerUpdateQueue, bool opaque,
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const BakedOpRenderer::LightInfo& lightInfo) override;
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bool createOrUpdateLayer(RenderNode* node,
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const DamageAccumulator& damageAccumulator) override;
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void renderFrame(const LayerUpdateQueue& layers, const SkRect& clip,
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const std::vector< sp<RenderNode> >& nodes, bool opaque, const Rect &contentDrawBounds,
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sk_sp<SkSurface> surface);
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std::vector<VectorDrawableRoot*>* getVectorDrawables() { return &mVectorDrawables; }
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static void destroyLayer(RenderNode* node);
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static void prepareToDraw(const renderthread::RenderThread& thread, Bitmap* bitmap);
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static void renderLayersImpl(const LayerUpdateQueue& layers, bool opaque);
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static bool skpCaptureEnabled() { return false; }
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static float getLightRadius() {
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if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
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return Properties::overrideLightRadius;
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}
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return mLightRadius;
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}
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static uint8_t getAmbientShadowAlpha() {
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if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
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return Properties::overrideAmbientShadowStrength;
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}
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return mAmbientShadowAlpha;
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}
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static uint8_t getSpotShadowAlpha() {
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if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
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return Properties::overrideSpotShadowStrength;
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}
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return mSpotShadowAlpha;
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}
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static Vector3 getLightCenter() {
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if (CC_UNLIKELY(Properties::overrideLightPosY > 0 || Properties::overrideLightPosZ > 0)) {
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Vector3 adjustedLightCenter = mLightCenter;
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if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
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// negated since this shifts up
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adjustedLightCenter.y = - Properties::overrideLightPosY;
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}
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if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
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adjustedLightCenter.z = Properties::overrideLightPosZ;
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}
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return adjustedLightCenter;
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}
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return mLightCenter;
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}
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static void updateLighting(const FrameBuilder::LightGeometry& lightGeometry,
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const BakedOpRenderer::LightInfo& lightInfo) {
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mLightRadius = lightGeometry.radius;
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mAmbientShadowAlpha = lightInfo.ambientShadowAlpha;
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mSpotShadowAlpha = lightInfo.spotShadowAlpha;
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mLightCenter = lightGeometry.center;
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}
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protected:
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void dumpResourceCacheUsage() const;
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renderthread::RenderThread& mRenderThread;
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private:
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void renderFrameImpl(const LayerUpdateQueue& layers, const SkRect& clip,
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const std::vector< sp<RenderNode> >& nodes, bool opaque, const Rect &contentDrawBounds,
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SkCanvas* canvas);
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/**
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* Debugging feature. Draws a semi-transparent overlay on each pixel, indicating
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* how many times it has been drawn.
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*/
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void renderOverdraw(const LayerUpdateQueue& layers, const SkRect& clip,
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const std::vector< sp<RenderNode> >& nodes, const Rect &contentDrawBounds,
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sk_sp<SkSurface>);
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/**
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* Render mVectorDrawables into offscreen buffers.
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*/
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void renderVectorDrawableCache();
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TaskManager mTaskManager;
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std::vector<sk_sp<SkImage>> mPinnedImages;
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/**
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* populated by prepareTree with dirty VDs
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*/
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std::vector<VectorDrawableRoot*> mVectorDrawables;
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static float mLightRadius;
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static uint8_t mAmbientShadowAlpha;
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static uint8_t mSpotShadowAlpha;
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static Vector3 mLightCenter;
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};
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} /* namespace skiapipeline */
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} /* namespace uirenderer */
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} /* namespace android */
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