Doris Liu 718cd3eb70 Handle hidden RT VectorDrawable animators
This CL changes the target of VD specific animators to VectorDrawable,
instead of RenderNode. The benefit of doing so is that animators can
now detect whether the animation is meaningful by checking whether
their VD target is in the display list. If not, that means the VD is
not drawing for the current frame, in which case we can be smarter
and more power efficient by removing the animator from the list and
posting a delayed onFinished listener callback.

By setting VD as the animation target, when an ImageView decides to
update its drawable from one AVD to something else, we'll be able
to detect that the previous AVD is no longer in the display list,
and stop providing animation pulse to the stale AVD, which is
something we couldn't do previously.  This change also
handles the case where one AVD instance could be drawn in two
different views.

Bug: 27441375
Change-Id: Iaad1ed09cfd526276b95db0dd695275c28e074e8
2016-06-09 10:27:59 -07:00

215 lines
5.9 KiB
C++

/*
* 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
#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 <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
#include "CanvasProperty.h"
#include "DeferredDisplayList.h"
#include "GlFunctorLifecycleListener.h"
#include "Matrix.h"
#include "RenderProperties.h"
#include <vector>
class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;
namespace android {
namespace uirenderer {
class DeferredDisplayList;
class DisplayListOp;
class DisplayListCanvas;
class OpenGLRenderer;
class Rect;
class Layer;
#if HWUI_NEW_OPS
struct RecordedOp;
struct RenderNodeOp;
typedef RecordedOp BaseOpType;
typedef RenderNodeOp NodeOpType;
#else
class DrawRenderNodeOp;
typedef DisplayListOp BaseOpType;
typedef DrawRenderNodeOp NodeOpType;
#endif
namespace VectorDrawable {
class Tree;
};
typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot;
/**
* 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;
};
struct FunctorContainer {
Functor* functor;
GlFunctorLifecycleListener* listener;
};
/**
* Data structure that holds the list of commands used in display list stream
*/
class DisplayList {
friend class DisplayListCanvas;
friend class RecordingCanvas;
public:
struct Chunk {
// range of included ops in DisplayList::ops()
size_t beginOpIndex;
size_t endOpIndex;
// range of included children in DisplayList::children()
size_t beginChildIndex;
size_t endChildIndex;
// whether children with non-zero Z in the chunk should be reordered
bool reorderChildren;
#if HWUI_NEW_OPS
const ClipBase* reorderClip;
#endif
};
DisplayList();
~DisplayList();
// index of DisplayListOp restore, after which projected descendants should be drawn
int projectionReceiveIndex;
const LsaVector<Chunk>& getChunks() const { return chunks; }
const LsaVector<BaseOpType*>& getOps() const { return ops; }
const LsaVector<NodeOpType*>& getChildren() const { return children; }
const LsaVector<const SkBitmap*>& getBitmapResources() const { return bitmapResources; }
const LsaVector<FunctorContainer>& getFunctors() const { return functors; }
const LsaVector<VectorDrawableRoot*>& getVectorDrawables() { return vectorDrawables; }
size_t addChild(NodeOpType* childOp);
void ref(VirtualLightRefBase* prop) {
referenceHolders.push_back(prop);
}
size_t getUsedSize() {
return allocator.usedSize();
}
bool isEmpty() {
#if HWUI_NEW_OPS
return ops.empty();
#else
return !hasDrawOps;
#endif
}
private:
// allocator into which all ops and LsaVector arrays allocated
LinearAllocator allocator;
LinearStdAllocator<void*> stdAllocator;
LsaVector<Chunk> chunks;
LsaVector<BaseOpType*> ops;
// list of Ops referring to RenderNode children for quick, non-drawing traversal
LsaVector<NodeOpType*> children;
// Resources - Skia objects + 9 patches referred to by this DisplayList
LsaVector<const SkBitmap*> bitmapResources;
LsaVector<const SkPath*> pathResources;
LsaVector<const Res_png_9patch*> patchResources;
LsaVector<std::unique_ptr<const SkPaint>> paints;
LsaVector<std::unique_ptr<const SkRegion>> regions;
LsaVector< sp<VirtualLightRefBase> > referenceHolders;
// List of functors
LsaVector<FunctorContainer> functors;
// List of VectorDrawables that need to be notified of pushStaging. Note that this list gets nothing
// but a callback during sync DisplayList, unlike the list of functors defined above, which
// gets special treatment exclusive for webview.
LsaVector<VectorDrawableRoot*> vectorDrawables;
bool hasDrawOps; // only used if !HWUI_NEW_OPS
void cleanupResources();
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H