1146 lines
45 KiB
C++
1146 lines
45 KiB
C++
/*
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* Copyright (C) 2014 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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#include "RenderNode.h"
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#include "DamageAccumulator.h"
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#include "Debug.h"
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#if HWUI_NEW_OPS
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#include "BakedOpRenderer.h"
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#include "RecordedOp.h"
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#include "OpDumper.h"
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#endif
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#include "DisplayListOp.h"
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#include "LayerRenderer.h"
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#include "OpenGLRenderer.h"
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#include "TreeInfo.h"
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#include "utils/MathUtils.h"
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#include "utils/TraceUtils.h"
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#include "renderthread/CanvasContext.h"
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#include "protos/hwui.pb.h"
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#include "protos/ProtoHelpers.h"
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#include <algorithm>
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#include <sstream>
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#include <string>
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namespace android {
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namespace uirenderer {
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void RenderNode::debugDumpLayers(const char* prefix) {
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#if HWUI_NEW_OPS
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LOG_ALWAYS_FATAL("TODO: dump layer");
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#else
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if (mLayer) {
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ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
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prefix, this, getName(), mLayer, mLayer->getFbo(),
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mLayer->wasBuildLayered ? "true" : "false");
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}
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#endif
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if (mDisplayList) {
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for (auto&& child : mDisplayList->getChildren()) {
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child->renderNode->debugDumpLayers(prefix);
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}
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}
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}
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RenderNode::RenderNode()
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: mDirtyPropertyFields(0)
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, mNeedsDisplayListSync(false)
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, mDisplayList(nullptr)
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, mStagingDisplayList(nullptr)
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, mAnimatorManager(*this)
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, mParentCount(0) {
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}
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RenderNode::~RenderNode() {
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deleteDisplayList(nullptr);
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delete mStagingDisplayList;
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#if HWUI_NEW_OPS
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LOG_ALWAYS_FATAL_IF(mLayer, "layer missed detachment!");
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#else
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if (mLayer) {
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ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
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mLayer->postDecStrong();
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mLayer = nullptr;
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}
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#endif
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}
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void RenderNode::setStagingDisplayList(DisplayList* displayList, TreeObserver* observer) {
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mNeedsDisplayListSync = true;
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delete mStagingDisplayList;
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mStagingDisplayList = displayList;
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// If mParentCount == 0 we are the sole reference to this RenderNode,
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// so immediately free the old display list
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if (!mParentCount && !mStagingDisplayList) {
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deleteDisplayList(observer);
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}
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}
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/**
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* This function is a simplified version of replay(), where we simply retrieve and log the
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* display list. This function should remain in sync with the replay() function.
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*/
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#if HWUI_NEW_OPS
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void RenderNode::output(uint32_t level, const char* label) {
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ALOGD("%s (%s %p%s%s%s%s%s)",
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label,
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getName(),
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this,
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(MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
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(properties().hasShadow() ? ", casting shadow" : ""),
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(isRenderable() ? "" : ", empty"),
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(properties().getProjectBackwards() ? ", projected" : ""),
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(mLayer != nullptr ? ", on HW Layer" : ""));
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properties().debugOutputProperties(level + 1);
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if (mDisplayList) {
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for (auto&& op : mDisplayList->getOps()) {
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std::stringstream strout;
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OpDumper::dump(*op, strout, level + 1);
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if (op->opId == RecordedOpId::RenderNodeOp) {
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auto rnOp = reinterpret_cast<const RenderNodeOp*>(op);
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rnOp->renderNode->output(level + 1, strout.str().c_str());
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} else {
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ALOGD("%s", strout.str().c_str());
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}
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}
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}
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ALOGD("%*s/RenderNode(%s %p)", level * 2, "", getName(), this);
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}
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#else
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void RenderNode::output(uint32_t level) {
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ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
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getName(),
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(MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
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(properties().hasShadow() ? ", casting shadow" : ""),
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(isRenderable() ? "" : ", empty"),
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(properties().getProjectBackwards() ? ", projected" : ""),
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(mLayer != nullptr ? ", on HW Layer" : ""));
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ALOGD("%*s%s %d", level * 2, "", "Save", SaveFlags::MatrixClip);
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properties().debugOutputProperties(level);
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if (mDisplayList) {
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// TODO: consider printing the chunk boundaries here
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for (auto&& op : mDisplayList->getOps()) {
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op->output(level, DisplayListOp::kOpLogFlag_Recurse);
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}
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}
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ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
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}
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#endif
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void RenderNode::copyTo(proto::RenderNode *pnode) {
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pnode->set_id(static_cast<uint64_t>(
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reinterpret_cast<uintptr_t>(this)));
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pnode->set_name(mName.string(), mName.length());
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proto::RenderProperties* pprops = pnode->mutable_properties();
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pprops->set_left(properties().getLeft());
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pprops->set_top(properties().getTop());
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pprops->set_right(properties().getRight());
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pprops->set_bottom(properties().getBottom());
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pprops->set_clip_flags(properties().getClippingFlags());
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pprops->set_alpha(properties().getAlpha());
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pprops->set_translation_x(properties().getTranslationX());
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pprops->set_translation_y(properties().getTranslationY());
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pprops->set_translation_z(properties().getTranslationZ());
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pprops->set_elevation(properties().getElevation());
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pprops->set_rotation(properties().getRotation());
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pprops->set_rotation_x(properties().getRotationX());
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pprops->set_rotation_y(properties().getRotationY());
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pprops->set_scale_x(properties().getScaleX());
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pprops->set_scale_y(properties().getScaleY());
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pprops->set_pivot_x(properties().getPivotX());
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pprops->set_pivot_y(properties().getPivotY());
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pprops->set_has_overlapping_rendering(properties().getHasOverlappingRendering());
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pprops->set_pivot_explicitly_set(properties().isPivotExplicitlySet());
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pprops->set_project_backwards(properties().getProjectBackwards());
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pprops->set_projection_receiver(properties().isProjectionReceiver());
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set(pprops->mutable_clip_bounds(), properties().getClipBounds());
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const Outline& outline = properties().getOutline();
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if (outline.getType() != Outline::Type::None) {
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proto::Outline* poutline = pprops->mutable_outline();
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poutline->clear_path();
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if (outline.getType() == Outline::Type::Empty) {
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poutline->set_type(proto::Outline_Type_Empty);
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} else if (outline.getType() == Outline::Type::ConvexPath) {
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poutline->set_type(proto::Outline_Type_ConvexPath);
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if (const SkPath* path = outline.getPath()) {
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set(poutline->mutable_path(), *path);
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}
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} else if (outline.getType() == Outline::Type::RoundRect) {
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poutline->set_type(proto::Outline_Type_RoundRect);
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} else {
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ALOGW("Uknown outline type! %d", static_cast<int>(outline.getType()));
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poutline->set_type(proto::Outline_Type_None);
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}
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poutline->set_should_clip(outline.getShouldClip());
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poutline->set_alpha(outline.getAlpha());
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poutline->set_radius(outline.getRadius());
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set(poutline->mutable_bounds(), outline.getBounds());
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} else {
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pprops->clear_outline();
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}
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const RevealClip& revealClip = properties().getRevealClip();
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if (revealClip.willClip()) {
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proto::RevealClip* prevealClip = pprops->mutable_reveal_clip();
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prevealClip->set_x(revealClip.getX());
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prevealClip->set_y(revealClip.getY());
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prevealClip->set_radius(revealClip.getRadius());
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} else {
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pprops->clear_reveal_clip();
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}
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pnode->clear_children();
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if (mDisplayList) {
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for (auto&& child : mDisplayList->getChildren()) {
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child->renderNode->copyTo(pnode->add_children());
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}
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}
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}
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int RenderNode::getDebugSize() {
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int size = sizeof(RenderNode);
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if (mStagingDisplayList) {
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size += mStagingDisplayList->getUsedSize();
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}
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if (mDisplayList && mDisplayList != mStagingDisplayList) {
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size += mDisplayList->getUsedSize();
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}
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return size;
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}
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void RenderNode::prepareTree(TreeInfo& info) {
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ATRACE_CALL();
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LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
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// Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
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bool functorsNeedLayer = Properties::debugOverdraw;
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prepareTreeImpl(info, functorsNeedLayer);
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}
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void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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mAnimatorManager.addAnimator(animator);
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}
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void RenderNode::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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mAnimatorManager.removeAnimator(animator);
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}
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void RenderNode::damageSelf(TreeInfo& info) {
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if (isRenderable()) {
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if (properties().getClipDamageToBounds()) {
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info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
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} else {
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// Hope this is big enough?
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// TODO: Get this from the display list ops or something
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info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
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}
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}
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}
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void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
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LayerType layerType = properties().effectiveLayerType();
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if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
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// Damage applied so far needs to affect our parent, but does not require
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// the layer to be updated. So we pop/push here to clear out the current
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// damage and get a clean state for display list or children updates to
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// affect, which will require the layer to be updated
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info.damageAccumulator->popTransform();
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info.damageAccumulator->pushTransform(this);
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if (dirtyMask & DISPLAY_LIST) {
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damageSelf(info);
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}
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}
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}
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static layer_t* createLayer(RenderState& renderState, uint32_t width, uint32_t height) {
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#if HWUI_NEW_OPS
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return renderState.layerPool().get(renderState, width, height);
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#else
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return LayerRenderer::createRenderLayer(renderState, width, height);
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#endif
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}
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static void destroyLayer(layer_t* layer) {
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#if HWUI_NEW_OPS
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RenderState& renderState = layer->renderState;
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renderState.layerPool().putOrDelete(layer);
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#else
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LayerRenderer::destroyLayer(layer);
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#endif
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}
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static bool layerMatchesWidthAndHeight(layer_t* layer, int width, int height) {
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#if HWUI_NEW_OPS
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return layer->viewportWidth == (uint32_t) width && layer->viewportHeight == (uint32_t)height;
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#else
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return layer->layer.getWidth() == width && layer->layer.getHeight() == height;
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#endif
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}
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void RenderNode::pushLayerUpdate(TreeInfo& info) {
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LayerType layerType = properties().effectiveLayerType();
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// If we are not a layer OR we cannot be rendered (eg, view was detached)
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// we need to destroy any Layers we may have had previously
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if (CC_LIKELY(layerType != LayerType::RenderLayer)
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|| CC_UNLIKELY(!isRenderable())
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|| CC_UNLIKELY(properties().getWidth() == 0)
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|| CC_UNLIKELY(properties().getHeight() == 0)) {
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if (CC_UNLIKELY(mLayer)) {
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destroyLayer(mLayer);
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mLayer = nullptr;
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}
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return;
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}
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bool transformUpdateNeeded = false;
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if (!mLayer) {
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mLayer = createLayer(info.canvasContext.getRenderState(), getWidth(), getHeight());
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#if !HWUI_NEW_OPS
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applyLayerPropertiesToLayer(info);
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#endif
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damageSelf(info);
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transformUpdateNeeded = true;
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} else if (!layerMatchesWidthAndHeight(mLayer, getWidth(), getHeight())) {
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#if HWUI_NEW_OPS
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// TODO: remove now irrelevant, currently enqueued damage (respecting damage ordering)
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// Or, ideally, maintain damage between frames on node/layer so ordering is always correct
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RenderState& renderState = mLayer->renderState;
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if (properties().fitsOnLayer()) {
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mLayer = renderState.layerPool().resize(mLayer, getWidth(), getHeight());
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} else {
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#else
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if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
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#endif
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destroyLayer(mLayer);
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mLayer = nullptr;
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}
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damageSelf(info);
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transformUpdateNeeded = true;
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}
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SkRect dirty;
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info.damageAccumulator->peekAtDirty(&dirty);
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if (!mLayer) {
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Caches::getInstance().dumpMemoryUsage();
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if (info.errorHandler) {
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std::ostringstream err;
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err << "Unable to create layer for " << getName();
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const int maxTextureSize = Caches::getInstance().maxTextureSize;
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if (getWidth() > maxTextureSize || getHeight() > maxTextureSize) {
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err << ", size " << getWidth() << "x" << getHeight()
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<< " exceeds max size " << maxTextureSize;
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} else {
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err << ", see logcat for more info";
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}
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info.errorHandler->onError(err.str());
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}
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return;
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}
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if (transformUpdateNeeded && mLayer) {
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// update the transform in window of the layer to reset its origin wrt light source position
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Matrix4 windowTransform;
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info.damageAccumulator->computeCurrentTransform(&windowTransform);
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mLayer->setWindowTransform(windowTransform);
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}
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#if HWUI_NEW_OPS
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info.layerUpdateQueue->enqueueLayerWithDamage(this, dirty);
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#else
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if (dirty.intersect(0, 0, getWidth(), getHeight())) {
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dirty.roundOut(&dirty);
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mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
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}
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// This is not inside the above if because we may have called
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// updateDeferred on a previous prepare pass that didn't have a renderer
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if (info.renderer && mLayer->deferredUpdateScheduled) {
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info.renderer->pushLayerUpdate(mLayer);
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}
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#endif
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// There might be prefetched layers that need to be accounted for.
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// That might be us, so tell CanvasContext that this layer is in the
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// tree and should not be destroyed.
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info.canvasContext.markLayerInUse(this);
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}
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/**
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* Traverse down the the draw tree to prepare for a frame.
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*
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* MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
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*
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* While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
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* stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
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*/
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void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
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info.damageAccumulator->pushTransform(this);
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if (info.mode == TreeInfo::MODE_FULL) {
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pushStagingPropertiesChanges(info);
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}
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uint32_t animatorDirtyMask = 0;
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if (CC_LIKELY(info.runAnimations)) {
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animatorDirtyMask = mAnimatorManager.animate(info);
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}
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bool willHaveFunctor = false;
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if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) {
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willHaveFunctor = !mStagingDisplayList->getFunctors().empty();
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} else if (mDisplayList) {
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willHaveFunctor = !mDisplayList->getFunctors().empty();
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}
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bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
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willHaveFunctor, functorsNeedLayer);
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if (CC_UNLIKELY(mPositionListener.get())) {
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mPositionListener->onPositionUpdated(*this, info);
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}
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prepareLayer(info, animatorDirtyMask);
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if (info.mode == TreeInfo::MODE_FULL) {
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pushStagingDisplayListChanges(info);
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}
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prepareSubTree(info, childFunctorsNeedLayer, mDisplayList);
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if (mDisplayList) {
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for (auto& vectorDrawable : mDisplayList->getVectorDrawables()) {
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// If any vector drawable in the display list needs update, damage the node.
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if (vectorDrawable->isDirty()) {
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damageSelf(info);
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}
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vectorDrawable->setPropertyChangeWillBeConsumed(true);
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}
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}
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pushLayerUpdate(info);
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info.damageAccumulator->popTransform();
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}
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void RenderNode::syncProperties() {
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mProperties = mStagingProperties;
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}
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void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
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// Push the animators first so that setupStartValueIfNecessary() is called
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// before properties() is trampled by stagingProperties(), as they are
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// required by some animators.
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if (CC_LIKELY(info.runAnimations)) {
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mAnimatorManager.pushStaging();
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}
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if (mDirtyPropertyFields) {
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mDirtyPropertyFields = 0;
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damageSelf(info);
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info.damageAccumulator->popTransform();
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syncProperties();
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#if !HWUI_NEW_OPS
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applyLayerPropertiesToLayer(info);
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#endif
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// We could try to be clever and only re-damage if the matrix changed.
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// However, we don't need to worry about that. The cost of over-damaging
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// here is only going to be a single additional map rect of this node
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// plus a rect join(). The parent's transform (and up) will only be
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// performed once.
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info.damageAccumulator->pushTransform(this);
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damageSelf(info);
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}
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}
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#if !HWUI_NEW_OPS
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void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
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if (CC_LIKELY(!mLayer)) return;
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const LayerProperties& props = properties().layerProperties();
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mLayer->setAlpha(props.alpha(), props.xferMode());
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mLayer->setColorFilter(props.colorFilter());
|
|
mLayer->setBlend(props.needsBlending());
|
|
}
|
|
#endif
|
|
|
|
void RenderNode::syncDisplayList(TreeInfo* info) {
|
|
// Make sure we inc first so that we don't fluctuate between 0 and 1,
|
|
// which would thrash the layer cache
|
|
if (mStagingDisplayList) {
|
|
for (auto&& child : mStagingDisplayList->getChildren()) {
|
|
child->renderNode->incParentRefCount();
|
|
}
|
|
}
|
|
deleteDisplayList(info ? info->observer : nullptr, info);
|
|
mDisplayList = mStagingDisplayList;
|
|
mStagingDisplayList = nullptr;
|
|
if (mDisplayList) {
|
|
for (auto& iter : mDisplayList->getFunctors()) {
|
|
(*iter.functor)(DrawGlInfo::kModeSync, nullptr);
|
|
}
|
|
for (auto& vectorDrawable : mDisplayList->getVectorDrawables()) {
|
|
vectorDrawable->syncProperties();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
|
|
if (mNeedsDisplayListSync) {
|
|
mNeedsDisplayListSync = false;
|
|
// Damage with the old display list first then the new one to catch any
|
|
// changes in isRenderable or, in the future, bounds
|
|
damageSelf(info);
|
|
syncDisplayList(&info);
|
|
damageSelf(info);
|
|
}
|
|
}
|
|
|
|
void RenderNode::deleteDisplayList(TreeObserver* observer, TreeInfo* info) {
|
|
if (mDisplayList) {
|
|
for (auto&& child : mDisplayList->getChildren()) {
|
|
child->renderNode->decParentRefCount(observer, info);
|
|
}
|
|
}
|
|
delete mDisplayList;
|
|
mDisplayList = nullptr;
|
|
}
|
|
|
|
void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayList* subtree) {
|
|
if (subtree) {
|
|
TextureCache& cache = Caches::getInstance().textureCache;
|
|
info.out.hasFunctors |= subtree->getFunctors().size();
|
|
for (auto&& bitmapResource : subtree->getBitmapResources()) {
|
|
void* ownerToken = &info.canvasContext;
|
|
info.prepareTextures = cache.prefetchAndMarkInUse(ownerToken, bitmapResource);
|
|
}
|
|
for (auto&& op : subtree->getChildren()) {
|
|
RenderNode* childNode = op->renderNode;
|
|
#if HWUI_NEW_OPS
|
|
info.damageAccumulator->pushTransform(&op->localMatrix);
|
|
bool childFunctorsNeedLayer = functorsNeedLayer; // TODO! || op->mRecordedWithPotentialStencilClip;
|
|
#else
|
|
info.damageAccumulator->pushTransform(&op->localMatrix);
|
|
bool childFunctorsNeedLayer = functorsNeedLayer
|
|
// Recorded with non-rect clip, or canvas-rotated by parent
|
|
|| op->mRecordedWithPotentialStencilClip;
|
|
#endif
|
|
childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
|
|
info.damageAccumulator->popTransform();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderNode::destroyHardwareResources(TreeObserver* observer, TreeInfo* info) {
|
|
if (mLayer) {
|
|
destroyLayer(mLayer);
|
|
mLayer = nullptr;
|
|
}
|
|
if (mDisplayList) {
|
|
for (auto&& child : mDisplayList->getChildren()) {
|
|
child->renderNode->destroyHardwareResources(observer, info);
|
|
}
|
|
if (mNeedsDisplayListSync) {
|
|
// Next prepare tree we are going to push a new display list, so we can
|
|
// drop our current one now
|
|
deleteDisplayList(observer, info);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderNode::decParentRefCount(TreeObserver* observer, TreeInfo* info) {
|
|
LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
|
|
mParentCount--;
|
|
if (!mParentCount) {
|
|
if (observer) {
|
|
observer->onMaybeRemovedFromTree(this);
|
|
}
|
|
if (CC_UNLIKELY(mPositionListener.get())) {
|
|
mPositionListener->onPositionLost(*this, info);
|
|
}
|
|
// If a child of ours is being attached to our parent then this will incorrectly
|
|
// destroy its hardware resources. However, this situation is highly unlikely
|
|
// and the failure is "just" that the layer is re-created, so this should
|
|
// be safe enough
|
|
destroyHardwareResources(observer, info);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* For property operations, we pass a savecount of 0, since the operations aren't part of the
|
|
* displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
|
|
* base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
|
|
*/
|
|
#define PROPERTY_SAVECOUNT 0
|
|
|
|
template <class T>
|
|
void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
|
|
#if DEBUG_DISPLAY_LIST
|
|
properties().debugOutputProperties(handler.level() + 1);
|
|
#endif
|
|
if (properties().getLeft() != 0 || properties().getTop() != 0) {
|
|
renderer.translate(properties().getLeft(), properties().getTop());
|
|
}
|
|
if (properties().getStaticMatrix()) {
|
|
renderer.concatMatrix(*properties().getStaticMatrix());
|
|
} else if (properties().getAnimationMatrix()) {
|
|
renderer.concatMatrix(*properties().getAnimationMatrix());
|
|
}
|
|
if (properties().hasTransformMatrix()) {
|
|
if (properties().isTransformTranslateOnly()) {
|
|
renderer.translate(properties().getTranslationX(), properties().getTranslationY());
|
|
} else {
|
|
renderer.concatMatrix(*properties().getTransformMatrix());
|
|
}
|
|
}
|
|
const bool isLayer = properties().effectiveLayerType() != LayerType::None;
|
|
int clipFlags = properties().getClippingFlags();
|
|
if (properties().getAlpha() < 1) {
|
|
if (isLayer) {
|
|
clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
|
|
}
|
|
if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
|
|
// simply scale rendering content's alpha
|
|
renderer.scaleAlpha(properties().getAlpha());
|
|
} else {
|
|
// savelayer needed to create an offscreen buffer
|
|
Rect layerBounds(0, 0, getWidth(), getHeight());
|
|
if (clipFlags) {
|
|
properties().getClippingRectForFlags(clipFlags, &layerBounds);
|
|
clipFlags = 0; // all clipping done by savelayer
|
|
}
|
|
SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
|
|
layerBounds.left, layerBounds.top,
|
|
layerBounds.right, layerBounds.bottom,
|
|
(int) (properties().getAlpha() * 255),
|
|
SaveFlags::HasAlphaLayer | SaveFlags::ClipToLayer);
|
|
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
}
|
|
|
|
if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
|
|
// pretend alpha always causes savelayer to warn about
|
|
// performance problem affecting old versions
|
|
ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
|
|
static_cast<int>(getWidth()),
|
|
static_cast<int>(getHeight()));
|
|
}
|
|
}
|
|
if (clipFlags) {
|
|
Rect clipRect;
|
|
properties().getClippingRectForFlags(clipFlags, &clipRect);
|
|
ClipRectOp* op = new (handler.allocator()) ClipRectOp(
|
|
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
|
|
SkRegion::kIntersect_Op);
|
|
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
}
|
|
|
|
// TODO: support nesting round rect clips
|
|
if (mProperties.getRevealClip().willClip()) {
|
|
Rect bounds;
|
|
mProperties.getRevealClip().getBounds(&bounds);
|
|
renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
|
|
} else if (mProperties.getOutline().willClip()) {
|
|
renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Apply property-based transformations to input matrix
|
|
*
|
|
* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
|
|
* matrix computation instead of the Skia 3x3 matrix + camera hackery.
|
|
*/
|
|
void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
|
|
if (properties().getLeft() != 0 || properties().getTop() != 0) {
|
|
matrix.translate(properties().getLeft(), properties().getTop());
|
|
}
|
|
if (properties().getStaticMatrix()) {
|
|
mat4 stat(*properties().getStaticMatrix());
|
|
matrix.multiply(stat);
|
|
} else if (properties().getAnimationMatrix()) {
|
|
mat4 anim(*properties().getAnimationMatrix());
|
|
matrix.multiply(anim);
|
|
}
|
|
|
|
bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
|
|
if (properties().hasTransformMatrix() || applyTranslationZ) {
|
|
if (properties().isTransformTranslateOnly()) {
|
|
matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
|
|
true3dTransform ? properties().getZ() : 0.0f);
|
|
} else {
|
|
if (!true3dTransform) {
|
|
matrix.multiply(*properties().getTransformMatrix());
|
|
} else {
|
|
mat4 true3dMat;
|
|
true3dMat.loadTranslate(
|
|
properties().getPivotX() + properties().getTranslationX(),
|
|
properties().getPivotY() + properties().getTranslationY(),
|
|
properties().getZ());
|
|
true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
|
|
true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
|
|
true3dMat.rotate(properties().getRotation(), 0, 0, 1);
|
|
true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
|
|
true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
|
|
|
|
matrix.multiply(true3dMat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Organizes the DisplayList hierarchy to prepare for background projection reordering.
|
|
*
|
|
* This should be called before a call to defer() or drawDisplayList()
|
|
*
|
|
* Each DisplayList that serves as a 3d root builds its list of composited children,
|
|
* which are flagged to not draw in the standard draw loop.
|
|
*/
|
|
void RenderNode::computeOrdering() {
|
|
ATRACE_CALL();
|
|
mProjectedNodes.clear();
|
|
|
|
// TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
|
|
// transform properties are applied correctly to top level children
|
|
if (mDisplayList == nullptr) return;
|
|
for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
|
|
renderNodeOp_t* childOp = mDisplayList->getChildren()[i];
|
|
childOp->renderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity());
|
|
}
|
|
}
|
|
|
|
void RenderNode::computeOrderingImpl(
|
|
renderNodeOp_t* opState,
|
|
std::vector<renderNodeOp_t*>* compositedChildrenOfProjectionSurface,
|
|
const mat4* transformFromProjectionSurface) {
|
|
mProjectedNodes.clear();
|
|
if (mDisplayList == nullptr || mDisplayList->isEmpty()) return;
|
|
|
|
// TODO: should avoid this calculation in most cases
|
|
// TODO: just calculate single matrix, down to all leaf composited elements
|
|
Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
|
|
localTransformFromProjectionSurface.multiply(opState->localMatrix);
|
|
|
|
if (properties().getProjectBackwards()) {
|
|
// composited projectee, flag for out of order draw, save matrix, and store in proj surface
|
|
opState->skipInOrderDraw = true;
|
|
opState->transformFromCompositingAncestor = localTransformFromProjectionSurface;
|
|
compositedChildrenOfProjectionSurface->push_back(opState);
|
|
} else {
|
|
// standard in order draw
|
|
opState->skipInOrderDraw = false;
|
|
}
|
|
|
|
if (mDisplayList->getChildren().size() > 0) {
|
|
const bool isProjectionReceiver = mDisplayList->projectionReceiveIndex >= 0;
|
|
bool haveAppliedPropertiesToProjection = false;
|
|
for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
|
|
renderNodeOp_t* childOp = mDisplayList->getChildren()[i];
|
|
RenderNode* child = childOp->renderNode;
|
|
|
|
std::vector<renderNodeOp_t*>* projectionChildren = nullptr;
|
|
const mat4* projectionTransform = nullptr;
|
|
if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
|
|
// if receiving projections, collect projecting descendant
|
|
|
|
// Note that if a direct descendant is projecting backwards, we pass its
|
|
// grandparent projection collection, since it shouldn't project onto its
|
|
// parent, where it will already be drawing.
|
|
projectionChildren = &mProjectedNodes;
|
|
projectionTransform = &mat4::identity();
|
|
} else {
|
|
if (!haveAppliedPropertiesToProjection) {
|
|
applyViewPropertyTransforms(localTransformFromProjectionSurface);
|
|
haveAppliedPropertiesToProjection = true;
|
|
}
|
|
projectionChildren = compositedChildrenOfProjectionSurface;
|
|
projectionTransform = &localTransformFromProjectionSurface;
|
|
}
|
|
child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
|
|
}
|
|
}
|
|
}
|
|
|
|
class DeferOperationHandler {
|
|
public:
|
|
DeferOperationHandler(DeferStateStruct& deferStruct, int level)
|
|
: mDeferStruct(deferStruct), mLevel(level) {}
|
|
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
|
|
operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
|
|
}
|
|
inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
|
|
inline void startMark(const char* name) {} // do nothing
|
|
inline void endMark() {}
|
|
inline int level() { return mLevel; }
|
|
inline int replayFlags() { return mDeferStruct.mReplayFlags; }
|
|
inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
|
|
|
|
private:
|
|
DeferStateStruct& mDeferStruct;
|
|
const int mLevel;
|
|
};
|
|
|
|
void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
|
|
DeferOperationHandler handler(deferStruct, level);
|
|
issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
|
|
}
|
|
|
|
class ReplayOperationHandler {
|
|
public:
|
|
ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
|
|
: mReplayStruct(replayStruct), mLevel(level) {}
|
|
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
|
|
#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
|
|
mReplayStruct.mRenderer.eventMark(operation->name());
|
|
#endif
|
|
operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
|
|
}
|
|
inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
|
|
inline void startMark(const char* name) {
|
|
mReplayStruct.mRenderer.startMark(name);
|
|
}
|
|
inline void endMark() {
|
|
mReplayStruct.mRenderer.endMark();
|
|
}
|
|
inline int level() { return mLevel; }
|
|
inline int replayFlags() { return mReplayStruct.mReplayFlags; }
|
|
inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
|
|
|
|
private:
|
|
ReplayStateStruct& mReplayStruct;
|
|
const int mLevel;
|
|
};
|
|
|
|
void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
|
|
ReplayOperationHandler handler(replayStruct, level);
|
|
issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
|
|
}
|
|
|
|
void RenderNode::buildZSortedChildList(const DisplayList::Chunk& chunk,
|
|
std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
|
|
#if !HWUI_NEW_OPS
|
|
if (chunk.beginChildIndex == chunk.endChildIndex) return;
|
|
|
|
for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
|
|
DrawRenderNodeOp* childOp = mDisplayList->getChildren()[i];
|
|
RenderNode* child = childOp->renderNode;
|
|
float childZ = child->properties().getZ();
|
|
|
|
if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
|
|
zTranslatedNodes.push_back(ZDrawRenderNodeOpPair(childZ, childOp));
|
|
childOp->skipInOrderDraw = true;
|
|
} else if (!child->properties().getProjectBackwards()) {
|
|
// regular, in order drawing DisplayList
|
|
childOp->skipInOrderDraw = false;
|
|
}
|
|
}
|
|
|
|
// Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
|
|
std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
|
|
#endif
|
|
}
|
|
|
|
template <class T>
|
|
void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
|
|
if (properties().getAlpha() <= 0.0f
|
|
|| properties().getOutline().getAlpha() <= 0.0f
|
|
|| !properties().getOutline().getPath()
|
|
|| properties().getScaleX() == 0
|
|
|| properties().getScaleY() == 0) {
|
|
// no shadow to draw
|
|
return;
|
|
}
|
|
|
|
mat4 shadowMatrixXY(transformFromParent);
|
|
applyViewPropertyTransforms(shadowMatrixXY);
|
|
|
|
// Z matrix needs actual 3d transformation, so mapped z values will be correct
|
|
mat4 shadowMatrixZ(transformFromParent);
|
|
applyViewPropertyTransforms(shadowMatrixZ, true);
|
|
|
|
const SkPath* casterOutlinePath = properties().getOutline().getPath();
|
|
const SkPath* revealClipPath = properties().getRevealClip().getPath();
|
|
if (revealClipPath && revealClipPath->isEmpty()) return;
|
|
|
|
float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
|
|
|
|
|
|
// holds temporary SkPath to store the result of intersections
|
|
SkPath* frameAllocatedPath = nullptr;
|
|
const SkPath* outlinePath = casterOutlinePath;
|
|
|
|
// intersect the outline with the reveal clip, if present
|
|
if (revealClipPath) {
|
|
frameAllocatedPath = handler.allocPathForFrame();
|
|
|
|
Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
|
|
outlinePath = frameAllocatedPath;
|
|
}
|
|
|
|
// intersect the outline with the clipBounds, if present
|
|
if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
|
|
if (!frameAllocatedPath) {
|
|
frameAllocatedPath = handler.allocPathForFrame();
|
|
}
|
|
|
|
Rect clipBounds;
|
|
properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
|
|
SkPath clipBoundsPath;
|
|
clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
|
|
clipBounds.right, clipBounds.bottom);
|
|
|
|
Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
|
|
outlinePath = frameAllocatedPath;
|
|
}
|
|
|
|
DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
|
|
shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
|
|
handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
}
|
|
|
|
#define SHADOW_DELTA 0.1f
|
|
|
|
template <class T>
|
|
void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
|
|
const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
|
|
OpenGLRenderer& renderer, T& handler) {
|
|
const int size = zTranslatedNodes.size();
|
|
if (size == 0
|
|
|| (mode == ChildrenSelectMode::NegativeZChildren && zTranslatedNodes[0].key > 0.0f)
|
|
|| (mode == ChildrenSelectMode::PositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
|
|
// no 3d children to draw
|
|
return;
|
|
}
|
|
|
|
// Apply the base transform of the parent of the 3d children. This isolates
|
|
// 3d children of the current chunk from transformations made in previous chunks.
|
|
int rootRestoreTo = renderer.save(SaveFlags::Matrix);
|
|
renderer.setGlobalMatrix(initialTransform);
|
|
|
|
/**
|
|
* Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
|
|
* with very similar Z heights to draw together.
|
|
*
|
|
* This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
|
|
* underneath both, and neither's shadow is drawn on top of the other.
|
|
*/
|
|
const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
|
|
size_t drawIndex, shadowIndex, endIndex;
|
|
if (mode == ChildrenSelectMode::NegativeZChildren) {
|
|
drawIndex = 0;
|
|
endIndex = nonNegativeIndex;
|
|
shadowIndex = endIndex; // draw no shadows
|
|
} else {
|
|
drawIndex = nonNegativeIndex;
|
|
endIndex = size;
|
|
shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
|
|
}
|
|
|
|
DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
|
|
endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
|
|
|
|
float lastCasterZ = 0.0f;
|
|
while (shadowIndex < endIndex || drawIndex < endIndex) {
|
|
if (shadowIndex < endIndex) {
|
|
DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
|
|
RenderNode* caster = casterOp->renderNode;
|
|
const float casterZ = zTranslatedNodes[shadowIndex].key;
|
|
// attempt to render the shadow if the caster about to be drawn is its caster,
|
|
// OR if its caster's Z value is similar to the previous potential caster
|
|
if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
|
|
caster->issueDrawShadowOperation(casterOp->localMatrix, handler);
|
|
|
|
lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
|
|
shadowIndex++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// only the actual child DL draw needs to be in save/restore,
|
|
// since it modifies the renderer's matrix
|
|
int restoreTo = renderer.save(SaveFlags::Matrix);
|
|
|
|
DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
|
|
|
|
renderer.concatMatrix(childOp->localMatrix);
|
|
childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
|
|
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
|
|
childOp->skipInOrderDraw = true;
|
|
|
|
renderer.restoreToCount(restoreTo);
|
|
drawIndex++;
|
|
}
|
|
renderer.restoreToCount(rootRestoreTo);
|
|
}
|
|
|
|
template <class T>
|
|
void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
|
|
DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
|
|
const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
|
|
int restoreTo = renderer.getSaveCount();
|
|
|
|
LinearAllocator& alloc = handler.allocator();
|
|
handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
|
|
PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
|
|
// Transform renderer to match background we're projecting onto
|
|
// (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
|
|
const DisplayListOp* op =
|
|
#if HWUI_NEW_OPS
|
|
nullptr;
|
|
LOG_ALWAYS_FATAL("unsupported");
|
|
#else
|
|
(mDisplayList->getOps()[mDisplayList->projectionReceiveIndex]);
|
|
#endif
|
|
const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
|
|
const RenderProperties& backgroundProps = backgroundOp->renderNode->properties();
|
|
renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
|
|
|
|
// If the projection receiver has an outline, we mask projected content to it
|
|
// (which we know, apriori, are all tessellated paths)
|
|
renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
|
|
|
|
// draw projected nodes
|
|
for (size_t i = 0; i < mProjectedNodes.size(); i++) {
|
|
renderNodeOp_t* childOp = mProjectedNodes[i];
|
|
|
|
// matrix save, concat, and restore can be done safely without allocating operations
|
|
int restoreTo = renderer.save(SaveFlags::Matrix);
|
|
renderer.concatMatrix(childOp->transformFromCompositingAncestor);
|
|
childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
|
|
handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
|
|
childOp->skipInOrderDraw = true;
|
|
renderer.restoreToCount(restoreTo);
|
|
}
|
|
|
|
handler(new (alloc) RestoreToCountOp(restoreTo),
|
|
PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
}
|
|
|
|
/**
|
|
* This function serves both defer and replay modes, and will organize the displayList's component
|
|
* operations for a single frame:
|
|
*
|
|
* Every 'simple' state operation that affects just the matrix and alpha (or other factors of
|
|
* DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
|
|
* defer logic) and operations in displayListOps are issued through the 'handler' which handles the
|
|
* defer vs replay logic, per operation
|
|
*/
|
|
template <class T>
|
|
void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
|
|
if (mDisplayList->isEmpty()) {
|
|
DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
|
|
this, getName());
|
|
return;
|
|
}
|
|
|
|
#if HWUI_NEW_OPS
|
|
const bool drawLayer = false;
|
|
#else
|
|
const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
|
|
#endif
|
|
// If we are updating the contents of mLayer, we don't want to apply any of
|
|
// the RenderNode's properties to this issueOperations pass. Those will all
|
|
// be applied when the layer is drawn, aka when this is true.
|
|
const bool useViewProperties = (!mLayer || drawLayer);
|
|
if (useViewProperties) {
|
|
const Outline& outline = properties().getOutline();
|
|
if (properties().getAlpha() <= 0
|
|
|| (outline.getShouldClip() && outline.isEmpty())
|
|
|| properties().getScaleX() == 0
|
|
|| properties().getScaleY() == 0) {
|
|
DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
|
|
this, getName());
|
|
return;
|
|
}
|
|
}
|
|
|
|
handler.startMark(getName());
|
|
|
|
#if DEBUG_DISPLAY_LIST
|
|
const Rect& clipRect = renderer.getLocalClipBounds();
|
|
DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
|
|
handler.level() * 2, "", this, getName(),
|
|
clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
|
|
#endif
|
|
|
|
LinearAllocator& alloc = handler.allocator();
|
|
int restoreTo = renderer.getSaveCount();
|
|
handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
|
|
PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
|
|
DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
|
|
SaveFlags::MatrixClip, restoreTo);
|
|
|
|
if (useViewProperties) {
|
|
setViewProperties<T>(renderer, handler);
|
|
}
|
|
|
|
#if HWUI_NEW_OPS
|
|
LOG_ALWAYS_FATAL("legacy op traversal not supported");
|
|
#else
|
|
bool quickRejected = properties().getClipToBounds()
|
|
&& renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
|
|
if (!quickRejected) {
|
|
Matrix4 initialTransform(*(renderer.currentTransform()));
|
|
renderer.setBaseTransform(initialTransform);
|
|
|
|
if (drawLayer) {
|
|
handler(new (alloc) DrawLayerOp(mLayer),
|
|
renderer.getSaveCount() - 1, properties().getClipToBounds());
|
|
} else {
|
|
const int saveCountOffset = renderer.getSaveCount() - 1;
|
|
const int projectionReceiveIndex = mDisplayList->projectionReceiveIndex;
|
|
for (size_t chunkIndex = 0; chunkIndex < mDisplayList->getChunks().size(); chunkIndex++) {
|
|
const DisplayList::Chunk& chunk = mDisplayList->getChunks()[chunkIndex];
|
|
|
|
std::vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
|
|
buildZSortedChildList(chunk, zTranslatedNodes);
|
|
|
|
issueOperationsOf3dChildren(ChildrenSelectMode::NegativeZChildren,
|
|
initialTransform, zTranslatedNodes, renderer, handler);
|
|
|
|
for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
|
|
DisplayListOp *op = mDisplayList->getOps()[opIndex];
|
|
#if DEBUG_DISPLAY_LIST
|
|
op->output(handler.level() + 1);
|
|
#endif
|
|
handler(op, saveCountOffset, properties().getClipToBounds());
|
|
|
|
if (CC_UNLIKELY(!mProjectedNodes.empty() && projectionReceiveIndex >= 0 &&
|
|
opIndex == static_cast<size_t>(projectionReceiveIndex))) {
|
|
issueOperationsOfProjectedChildren(renderer, handler);
|
|
}
|
|
}
|
|
|
|
issueOperationsOf3dChildren(ChildrenSelectMode::PositiveZChildren,
|
|
initialTransform, zTranslatedNodes, renderer, handler);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
|
|
handler(new (alloc) RestoreToCountOp(restoreTo),
|
|
PROPERTY_SAVECOUNT, properties().getClipToBounds());
|
|
|
|
DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
|
|
handler.endMark();
|
|
}
|
|
|
|
} /* namespace uirenderer */
|
|
} /* namespace android */
|