85ddb2df2f
Bug: 29628138 1: Make windowPositionLost synchronous as that's what the Java side was expecting 2: Make the listener ref counted as otherwise there's a race condition with the GC, which could end up with use-after-frees 3: Ensure that all position updates are invoked prior to frame completion Change-Id: Iedbc017f611ba2878a49b4586612f79249ca2fe3 (cherry picked from commit 7b570deea65bc7ac417a26ce3e4103bcef30e957)
376 lines
11 KiB
C++
376 lines
11 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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#ifndef RENDERNODE_H
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#define RENDERNODE_H
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#include <SkCamera.h>
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#include <SkMatrix.h>
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#include <utils/LinearAllocator.h>
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#include <utils/RefBase.h>
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#include <utils/String8.h>
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#include <cutils/compiler.h>
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#include <androidfw/ResourceTypes.h>
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#include "AnimatorManager.h"
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#include "Debug.h"
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#include "DisplayList.h"
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#include "Matrix.h"
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#include "RenderProperties.h"
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#include <vector>
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class SkBitmap;
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class SkPaint;
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class SkPath;
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class SkRegion;
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namespace android {
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namespace uirenderer {
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class CanvasState;
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class DisplayListCanvas;
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class DisplayListOp;
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class OpenGLRenderer;
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class Rect;
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class SkiaShader;
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#if HWUI_NEW_OPS
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class FrameBuilder;
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class OffscreenBuffer;
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struct RenderNodeOp;
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typedef OffscreenBuffer layer_t;
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typedef RenderNodeOp renderNodeOp_t;
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#else
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class Layer;
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typedef Layer layer_t;
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typedef DrawRenderNodeOp renderNodeOp_t;
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#endif
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class ClipRectOp;
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class DrawRenderNodeOp;
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class SaveLayerOp;
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class SaveOp;
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class RestoreToCountOp;
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class TreeInfo;
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class TreeObserver;
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namespace proto {
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class RenderNode;
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}
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/**
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* Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
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*
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* Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
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* functionality is split between DisplayListCanvas (which manages the recording), DisplayList
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* (which holds the actual data), and DisplayList (which holds properties and performs playback onto
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* a renderer).
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*
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* Note that DisplayList is swapped out from beneath an individual RenderNode when a view's
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* recorded stream of canvas operations is refreshed. The RenderNode (and its properties) stay
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* attached.
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*/
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class RenderNode : public VirtualLightRefBase {
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friend class TestUtils; // allow TestUtils to access syncDisplayList / syncProperties
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friend class FrameBuilder;
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public:
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enum DirtyPropertyMask {
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GENERIC = 1 << 1,
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TRANSLATION_X = 1 << 2,
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TRANSLATION_Y = 1 << 3,
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TRANSLATION_Z = 1 << 4,
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SCALE_X = 1 << 5,
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SCALE_Y = 1 << 6,
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ROTATION = 1 << 7,
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ROTATION_X = 1 << 8,
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ROTATION_Y = 1 << 9,
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X = 1 << 10,
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Y = 1 << 11,
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Z = 1 << 12,
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ALPHA = 1 << 13,
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DISPLAY_LIST = 1 << 14,
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};
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ANDROID_API RenderNode();
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ANDROID_API virtual ~RenderNode();
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// See flags defined in DisplayList.java
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enum ReplayFlag {
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kReplayFlag_ClipChildren = 0x1
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};
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void debugDumpLayers(const char* prefix);
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ANDROID_API void setStagingDisplayList(DisplayList* newData, TreeObserver* observer);
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void computeOrdering();
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void defer(DeferStateStruct& deferStruct, const int level);
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void replay(ReplayStateStruct& replayStruct, const int level);
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#if HWUI_NEW_OPS
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ANDROID_API void output(uint32_t level = 0, const char* label = "Root");
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#else
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ANDROID_API void output(uint32_t level = 1);
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#endif
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ANDROID_API int getDebugSize();
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void copyTo(proto::RenderNode* node);
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bool isRenderable() const {
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return mDisplayList && !mDisplayList->isEmpty();
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}
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bool hasProjectionReceiver() const {
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return mDisplayList && mDisplayList->projectionReceiveIndex >= 0;
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}
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const char* getName() const {
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return mName.string();
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}
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void setName(const char* name) {
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if (name) {
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const char* lastPeriod = strrchr(name, '.');
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if (lastPeriod) {
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mName.setTo(lastPeriod + 1);
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} else {
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mName.setTo(name);
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}
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}
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}
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VirtualLightRefBase* getUserContext() const {
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return mUserContext.get();
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}
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void setUserContext(VirtualLightRefBase* context) {
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mUserContext = context;
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}
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bool isPropertyFieldDirty(DirtyPropertyMask field) const {
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return mDirtyPropertyFields & field;
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}
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void setPropertyFieldsDirty(uint32_t fields) {
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mDirtyPropertyFields |= fields;
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}
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const RenderProperties& properties() const {
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return mProperties;
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}
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RenderProperties& animatorProperties() {
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return mProperties;
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}
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const RenderProperties& stagingProperties() {
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return mStagingProperties;
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}
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RenderProperties& mutateStagingProperties() {
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return mStagingProperties;
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}
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int getWidth() const {
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return properties().getWidth();
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}
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int getHeight() const {
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return properties().getHeight();
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}
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ANDROID_API virtual void prepareTree(TreeInfo& info);
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void destroyHardwareResources(TreeObserver* observer, TreeInfo* info = nullptr);
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// UI thread only!
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ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator);
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void removeAnimator(const sp<BaseRenderNodeAnimator>& animator);
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// This can only happen during pushStaging()
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void onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) {
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mAnimatorManager.onAnimatorTargetChanged(animator);
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}
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AnimatorManager& animators() { return mAnimatorManager; }
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void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const;
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bool nothingToDraw() const {
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const Outline& outline = properties().getOutline();
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return mDisplayList == nullptr
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|| properties().getAlpha() <= 0
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|| (outline.getShouldClip() && outline.isEmpty())
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|| properties().getScaleX() == 0
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|| properties().getScaleY() == 0;
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}
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const DisplayList* getDisplayList() const {
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return mDisplayList;
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}
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#if HWUI_NEW_OPS
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OffscreenBuffer* getLayer() const { return mLayer; }
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OffscreenBuffer** getLayerHandle() { return &mLayer; } // ugh...
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#endif
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// Note: The position callbacks are relying on the listener using
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// the frameNumber to appropriately batch/synchronize these transactions.
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// There is no other filtering/batching to ensure that only the "final"
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// state called once per frame.
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class ANDROID_API PositionListener : public VirtualLightRefBase {
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public:
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virtual ~PositionListener() {}
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// Called when the RenderNode's position changes
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virtual void onPositionUpdated(RenderNode& node, const TreeInfo& info) = 0;
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// Called when the RenderNode no longer has a position. As in, it's
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// no longer being drawn.
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// Note, tree info might be null
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virtual void onPositionLost(RenderNode& node, const TreeInfo* info) = 0;
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};
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// Note this is not thread safe, this needs to be called
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// before the RenderNode is used for drawing.
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// RenderNode takes ownership of the pointer
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ANDROID_API void setPositionListener(PositionListener* listener) {
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mPositionListener = listener;
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}
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// This is only modified in MODE_FULL, so it can be safely accessed
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// on the UI thread.
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ANDROID_API bool hasParents() {
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return mParentCount;
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}
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private:
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typedef key_value_pair_t<float, DrawRenderNodeOp*> ZDrawRenderNodeOpPair;
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static size_t findNonNegativeIndex(const std::vector<ZDrawRenderNodeOpPair>& nodes) {
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for (size_t i = 0; i < nodes.size(); i++) {
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if (nodes[i].key >= 0.0f) return i;
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}
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return nodes.size();
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}
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enum class ChildrenSelectMode {
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NegativeZChildren,
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PositiveZChildren
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};
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void computeOrderingImpl(renderNodeOp_t* opState,
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std::vector<renderNodeOp_t*>* compositedChildrenOfProjectionSurface,
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const mat4* transformFromProjectionSurface);
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template <class T>
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inline void setViewProperties(OpenGLRenderer& renderer, T& handler);
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void buildZSortedChildList(const DisplayList::Chunk& chunk,
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std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes);
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template<class T>
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inline void issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler);
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template <class T>
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inline void issueOperationsOf3dChildren(ChildrenSelectMode mode,
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const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
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OpenGLRenderer& renderer, T& handler);
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template <class T>
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inline void issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler);
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/**
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* Issue the RenderNode's operations into a handler, recursing for subtrees through
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* DrawRenderNodeOp's defer() or replay() methods
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*/
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template <class T>
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inline void issueOperations(OpenGLRenderer& renderer, T& handler);
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class TextContainer {
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public:
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size_t length() const {
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return mByteLength;
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}
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const char* text() const {
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return (const char*) mText;
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}
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size_t mByteLength;
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const char* mText;
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};
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void syncProperties();
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void syncDisplayList(TreeInfo* info);
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void prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer);
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void pushStagingPropertiesChanges(TreeInfo& info);
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void pushStagingDisplayListChanges(TreeInfo& info);
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void prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayList* subtree);
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#if !HWUI_NEW_OPS
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void applyLayerPropertiesToLayer(TreeInfo& info);
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#endif
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void prepareLayer(TreeInfo& info, uint32_t dirtyMask);
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void pushLayerUpdate(TreeInfo& info);
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void deleteDisplayList(TreeObserver* observer, TreeInfo* info = nullptr);
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void damageSelf(TreeInfo& info);
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void incParentRefCount() { mParentCount++; }
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void decParentRefCount(TreeObserver* observer, TreeInfo* info = nullptr);
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String8 mName;
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sp<VirtualLightRefBase> mUserContext;
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uint32_t mDirtyPropertyFields;
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RenderProperties mProperties;
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RenderProperties mStagingProperties;
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bool mNeedsDisplayListSync;
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// WARNING: Do not delete this directly, you must go through deleteDisplayList()!
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DisplayList* mDisplayList;
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DisplayList* mStagingDisplayList;
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friend class AnimatorManager;
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AnimatorManager mAnimatorManager;
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// Owned by RT. Lifecycle is managed by prepareTree(), with the exception
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// being in ~RenderNode() which may happen on any thread.
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layer_t* mLayer = nullptr;
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/**
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* Draw time state - these properties are only set and used during rendering
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*/
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// for projection surfaces, contains a list of all children items
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std::vector<renderNodeOp_t*> mProjectedNodes;
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// How many references our parent(s) have to us. Typically this should alternate
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// between 2 and 1 (when a staging push happens we inc first then dec)
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// When this hits 0 we are no longer in the tree, so any hardware resources
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// (specifically Layers) should be released.
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// This is *NOT* thread-safe, and should therefore only be tracking
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// mDisplayList, not mStagingDisplayList.
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uint32_t mParentCount;
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sp<PositionListener> mPositionListener;
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}; // class RenderNode
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* RENDERNODE_H */
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