072707dfad
Bug: 17506181 Change-Id: Icf3b80f8c4bc29fe85313381d4019dda3ef85ea9
321 lines
12 KiB
C++
321 lines
12 KiB
C++
/*
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* Copyright (C) 2010 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 ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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#include <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkPath.h>
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#include <cutils/compiler.h>
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#include "DisplayListLogBuffer.h"
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#include "RenderNode.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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// Debug
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#if DEBUG_DISPLAY_LIST
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#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
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#else
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#define DISPLAY_LIST_LOGD(...)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Display list
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///////////////////////////////////////////////////////////////////////////////
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class DeferredDisplayList;
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class DisplayListRenderer;
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class DisplayListOp;
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class DrawOp;
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class StateOp;
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/**
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* Records drawing commands in a display list for later playback into an OpenGLRenderer.
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*/
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class ANDROID_API DisplayListRenderer: public StatefulBaseRenderer {
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public:
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DisplayListRenderer();
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virtual ~DisplayListRenderer();
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void insertReorderBarrier(bool enableReorder);
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DisplayListData* finishRecording();
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// ----------------------------------------------------------------------------
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// Frame state operations
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// ----------------------------------------------------------------------------
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virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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virtual void interrupt();
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virtual void resume();
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// ----------------------------------------------------------------------------
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// Canvas state operations
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// ----------------------------------------------------------------------------
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// Save (layer)
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virtual int save(int flags);
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virtual void restore();
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virtual void restoreToCount(int saveCount);
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virtual int saveLayer(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags);
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// Matrix
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virtual void translate(float dx, float dy, float dz = 0.0f);
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virtual void rotate(float degrees);
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virtual void scale(float sx, float sy);
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virtual void skew(float sx, float sy);
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virtual void setMatrix(const SkMatrix& matrix);
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virtual void concatMatrix(const SkMatrix& matrix);
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// Clip
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virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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virtual bool clipPath(const SkPath* path, SkRegion::Op op);
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virtual bool clipRegion(const SkRegion* region, SkRegion::Op op);
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// Misc - should be implemented with SkPaint inspection
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virtual void resetPaintFilter();
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virtual void setupPaintFilter(int clearBits, int setBits);
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bool isCurrentTransformSimple() {
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return currentTransform()->isSimple();
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}
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// ----------------------------------------------------------------------------
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// Canvas draw operations
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// ----------------------------------------------------------------------------
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virtual status_t drawColor(int color, SkXfermode::Mode mode);
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// Bitmap-based
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virtual status_t drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
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virtual status_t drawBitmap(const SkBitmap* bitmap, float srcLeft, float srcTop,
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float srcRight, float srcBottom, float dstLeft, float dstTop,
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float dstRight, float dstBottom, const SkPaint* paint);
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virtual status_t drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint);
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virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
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const float* vertices, const int* colors, const SkPaint* paint);
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virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
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float left, float top, float right, float bottom, const SkPaint* paint);
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// Shapes
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virtual status_t drawRect(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
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virtual status_t drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, const SkPaint* paint);
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virtual status_t drawRoundRect(CanvasPropertyPrimitive* left, CanvasPropertyPrimitive* top,
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CanvasPropertyPrimitive* right, CanvasPropertyPrimitive* bottom,
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CanvasPropertyPrimitive* rx, CanvasPropertyPrimitive* ry,
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CanvasPropertyPaint* paint);
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virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
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virtual status_t drawCircle(CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
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CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint);
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virtual status_t drawOval(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawArc(float left, float top, float right, float bottom,
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float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
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virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
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virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
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virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
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// Text
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virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
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const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
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DrawOpMode drawOpMode = kDrawOpMode_Immediate);
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virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
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float hOffset, float vOffset, const SkPaint* paint);
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virtual status_t drawPosText(const char* text, int bytesCount, int count,
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const float* positions, const SkPaint* paint);
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// ----------------------------------------------------------------------------
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// Canvas draw operations - special
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// ----------------------------------------------------------------------------
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virtual status_t drawLayer(Layer* layer, float x, float y);
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virtual status_t drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags);
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// TODO: rename for consistency
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virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
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void setHighContrastText(bool highContrastText) {
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mHighContrastText = highContrastText;
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}
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private:
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enum DeferredBarrierType {
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kBarrier_None,
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kBarrier_InOrder,
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kBarrier_OutOfOrder,
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};
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void flushRestoreToCount();
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void flushTranslate();
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void flushReorderBarrier();
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LinearAllocator& alloc() { return mDisplayListData->allocator; }
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// Each method returns final index of op
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size_t addOpAndUpdateChunk(DisplayListOp* op);
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// flushes any deferred operations, and appends the op
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size_t flushAndAddOp(DisplayListOp* op);
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size_t addStateOp(StateOp* op);
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size_t addDrawOp(DrawOp* op);
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size_t addRenderNodeOp(DrawRenderNodeOp* op);
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template<class T>
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inline const T* refBuffer(const T* srcBuffer, int32_t count) {
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if (!srcBuffer) return NULL;
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T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
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memcpy(dstBuffer, srcBuffer, count * sizeof(T));
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return dstBuffer;
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}
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inline char* refText(const char* text, size_t byteLength) {
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return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
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}
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inline const SkPath* refPath(const SkPath* path) {
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if (!path) return NULL;
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const SkPath* pathCopy = mPathMap.valueFor(path);
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if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
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SkPath* newPathCopy = new SkPath(*path);
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newPathCopy->setSourcePath(path);
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pathCopy = newPathCopy;
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// replaceValueFor() performs an add if the entry doesn't exist
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mPathMap.replaceValueFor(path, pathCopy);
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mDisplayListData->paths.add(pathCopy);
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}
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if (mDisplayListData->sourcePaths.indexOf(path) < 0) {
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mCaches.resourceCache.incrementRefcount(path);
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mDisplayListData->sourcePaths.add(path);
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}
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return pathCopy;
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}
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inline const SkPaint* refPaint(const SkPaint* paint) {
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if (!paint) return NULL;
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const SkPaint* paintCopy = mPaintMap.valueFor(paint);
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if (paintCopy == NULL
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|| paintCopy->getGenerationID() != paint->getGenerationID()
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// We can't compare shader pointers because that will always
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// change as we do partial copying via wrapping. However, if the
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// shader changes the paint generationID will have changed and
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// so we don't hit this comparison anyway
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|| !(paint->getShader() && paintCopy->getShader()
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&& paint->getShader()->getGenerationID() == paintCopy->getShader()->getGenerationID())) {
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paintCopy = copyPaint(paint);
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// replaceValueFor() performs an add if the entry doesn't exist
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mPaintMap.replaceValueFor(paint, paintCopy);
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}
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return paintCopy;
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}
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inline SkPaint* copyPaint(const SkPaint* paint) {
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if (!paint) return NULL;
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SkPaint* paintCopy = new SkPaint(*paint);
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if (paint->getShader()) {
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SkShader* shaderCopy = SkShader::CreateLocalMatrixShader(
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paint->getShader(), paint->getShader()->getLocalMatrix());
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paintCopy->setShader(shaderCopy);
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paintCopy->setGenerationID(paint->getGenerationID());
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shaderCopy->setGenerationID(paint->getShader()->getGenerationID());
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shaderCopy->unref();
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}
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mDisplayListData->paints.add(paintCopy);
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return paintCopy;
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}
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inline const SkRegion* refRegion(const SkRegion* region) {
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if (!region) {
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return region;
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}
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const SkRegion* regionCopy = mRegionMap.valueFor(region);
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// TODO: Add generation ID to SkRegion
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if (regionCopy == NULL) {
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regionCopy = new SkRegion(*region);
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// replaceValueFor() performs an add if the entry doesn't exist
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mRegionMap.replaceValueFor(region, regionCopy);
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mDisplayListData->regions.add(regionCopy);
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}
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return regionCopy;
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}
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inline Layer* refLayer(Layer* layer) {
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mDisplayListData->layers.add(layer);
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mCaches.resourceCache.incrementRefcount(layer);
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return layer;
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}
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inline const SkBitmap* refBitmap(const SkBitmap* bitmap) {
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// Note that this assumes the bitmap is immutable. There are cases this won't handle
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// correctly, such as creating the bitmap from scratch, drawing with it, changing its
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// contents, and drawing again. The only fix would be to always copy it the first time,
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// which doesn't seem worth the extra cycles for this unlikely case.
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mDisplayListData->bitmapResources.add(bitmap);
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mCaches.resourceCache.incrementRefcount(bitmap);
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return bitmap;
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}
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inline const SkBitmap* refBitmapData(const SkBitmap* bitmap) {
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mDisplayListData->ownedBitmapResources.add(bitmap);
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mCaches.resourceCache.incrementRefcount(bitmap);
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return bitmap;
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}
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inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
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mDisplayListData->patchResources.add(patch);
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mCaches.resourceCache.incrementRefcount(patch);
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return patch;
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}
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DefaultKeyedVector<const SkPaint*, const SkPaint*> mPaintMap;
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DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
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DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
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Caches& mCaches;
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DisplayListData* mDisplayListData;
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float mTranslateX;
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float mTranslateY;
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bool mHasDeferredTranslate;
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DeferredBarrierType mDeferredBarrierType;
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bool mHighContrastText;
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int mRestoreSaveCount;
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friend class RenderNode;
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}; // class DisplayListRenderer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
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