Derek Sollenberger ee248599d4 Refactor DisplayList path caching.
This removes dependence on SkPath ptrs that HWUI does not control
the lifecycle of. This clears up some errors where the paths are
not generated from Java, but rather the Skia test suites.

Cherry-pick of a change that originally landed in master-skia and is
dependent on a skia merge (ag/655422).

Change-Id: I41b9797a2b0af5d6b4ea51891565469d4f1d832d
2015-03-13 08:05:55 -04:00

181 lines
4.8 KiB
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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_H
#define ANDROID_HWUI_DISPLAY_LIST_H
#ifndef LOG_TAG
#define LOG_TAG "OpenGLRenderer"
#endif
#include <SkCamera.h>
#include <SkMatrix.h>
#include <private/hwui/DrawGlInfo.h>
#include <utils/KeyedVector.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/String8.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
#include "CanvasProperty.h"
#include "DeferredDisplayList.h"
#include "Matrix.h"
#include "RenderProperties.h"
class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;
namespace android {
namespace uirenderer {
class DeferredDisplayList;
class DisplayListOp;
class DisplayListRenderer;
class OpenGLRenderer;
class Rect;
class Layer;
class ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
class DrawRenderNodeOp;
/**
* Holds data used in the playback a tree of DisplayLists.
*/
struct PlaybackStateStruct {
protected:
PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
: mRenderer(renderer)
, mReplayFlags(replayFlags)
, mAllocator(allocator) {}
public:
OpenGLRenderer& mRenderer;
const int mReplayFlags;
// Allocator with the lifetime of a single frame. replay uses an Allocator owned by the struct,
// while defer shares the DeferredDisplayList's Allocator
// TODO: move this allocator to be owned by object with clear frame lifecycle
LinearAllocator * const mAllocator;
SkPath* allocPathForFrame() {
return mRenderer.allocPathForFrame();
}
};
struct DeferStateStruct : public PlaybackStateStruct {
DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
mDeferredList(deferredList) {}
DeferredDisplayList& mDeferredList;
};
struct ReplayStateStruct : public PlaybackStateStruct {
ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
mDirty(dirty) {}
Rect& mDirty;
LinearAllocator mReplayAllocator;
};
/**
* Data structure that holds the list of commands used in display list stream
*/
class DisplayListData {
friend class DisplayListRenderer;
public:
struct Chunk {
// range of included ops in DLD::displayListOps
size_t beginOpIndex;
size_t endOpIndex;
// range of included children in DLD::mChildren
size_t beginChildIndex;
size_t endChildIndex;
// whether children with non-zero Z in the chunk should be reordered
bool reorderChildren;
};
DisplayListData();
~DisplayListData();
// pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
// index of DisplayListOp restore, after which projected descendents should be drawn
int projectionReceiveIndex;
Vector<const SkBitmap*> bitmapResources;
Vector<const SkPath*> pathResources;
Vector<const Res_png_9patch*> patchResources;
std::vector<std::unique_ptr<const SkPaint>> paints;
std::vector<std::unique_ptr<const SkRegion>> regions;
Vector<Functor*> functors;
const Vector<Chunk>& getChunks() const {
return chunks;
}
size_t addChild(DrawRenderNodeOp* childOp);
const Vector<DrawRenderNodeOp*>& children() { return mChildren; }
void ref(VirtualLightRefBase* prop) {
mReferenceHolders.push(prop);
}
size_t getUsedSize() {
return allocator.usedSize();
}
bool isEmpty() {
return !hasDrawOps;
}
private:
Vector< sp<VirtualLightRefBase> > mReferenceHolders;
// list of children display lists for quick, non-drawing traversal
Vector<DrawRenderNodeOp*> mChildren;
Vector<Chunk> chunks;
// allocator into which all ops were allocated
LinearAllocator allocator;
bool hasDrawOps;
void cleanupResources();
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H