195 lines
5.2 KiB
C++
195 lines
5.2 KiB
C++
/*
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* Copyright (C) 2013 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_H
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#define ANDROID_HWUI_DISPLAY_LIST_H
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#include <SkCamera.h>
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#include <SkMatrix.h>
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#include <private/hwui/DrawGlInfo.h>
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#include <utils/KeyedVector.h>
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#include <utils/LinearAllocator.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.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 "Debug.h"
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#include "CanvasProperty.h"
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#include "DeferredDisplayList.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 DeferredDisplayList;
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class DisplayListOp;
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class DisplayListCanvas;
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class OpenGLRenderer;
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class Rect;
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class Layer;
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#if HWUI_NEW_OPS
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struct RecordedOp;
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struct RenderNodeOp;
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typedef RecordedOp BaseOpType;
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typedef RenderNodeOp NodeOpType;
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#else
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class DrawRenderNodeOp;
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typedef DisplayListOp BaseOpType;
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typedef DrawRenderNodeOp NodeOpType;
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#endif
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/**
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* Holds data used in the playback a tree of DisplayLists.
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*/
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struct PlaybackStateStruct {
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protected:
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PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
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: mRenderer(renderer)
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, mReplayFlags(replayFlags)
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, mAllocator(allocator) {}
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public:
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OpenGLRenderer& mRenderer;
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const int mReplayFlags;
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// Allocator with the lifetime of a single frame. replay uses an Allocator owned by the struct,
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// while defer shares the DeferredDisplayList's Allocator
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// TODO: move this allocator to be owned by object with clear frame lifecycle
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LinearAllocator * const mAllocator;
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SkPath* allocPathForFrame() {
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return mRenderer.allocPathForFrame();
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}
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};
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struct DeferStateStruct : public PlaybackStateStruct {
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DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
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: PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
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mDeferredList(deferredList) {}
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DeferredDisplayList& mDeferredList;
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};
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struct ReplayStateStruct : public PlaybackStateStruct {
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ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
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: PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
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mDirty(dirty) {}
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Rect& mDirty;
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LinearAllocator mReplayAllocator;
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};
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/**
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* Data structure that holds the list of commands used in display list stream
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*/
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class DisplayList {
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friend class DisplayListCanvas;
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friend class RecordingCanvas;
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public:
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struct Chunk {
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// range of included ops in DisplayList::ops()
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size_t beginOpIndex;
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size_t endOpIndex;
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// range of included children in DisplayList::children()
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size_t beginChildIndex;
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size_t endChildIndex;
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// whether children with non-zero Z in the chunk should be reordered
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bool reorderChildren;
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};
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DisplayList();
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~DisplayList();
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// index of DisplayListOp restore, after which projected descendants should be drawn
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int projectionReceiveIndex;
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const LsaVector<Chunk>& getChunks() const { return chunks; }
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const LsaVector<BaseOpType*>& getOps() const { return ops; }
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const LsaVector<NodeOpType*>& getChildren() const { return children; }
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const LsaVector<const SkBitmap*>& getBitmapResources() const { return bitmapResources; }
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const LsaVector<Functor*>& getFunctors() const { return functors; }
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size_t addChild(NodeOpType* childOp);
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void ref(VirtualLightRefBase* prop) {
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referenceHolders.push_back(prop);
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}
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size_t getUsedSize() {
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return allocator.usedSize();
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}
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bool isEmpty() {
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#if HWUI_NEW_OPS
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return ops.empty();
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#else
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return !hasDrawOps;
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#endif
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}
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private:
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// allocator into which all ops and LsaVector arrays allocated
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LinearAllocator allocator;
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LinearStdAllocator<void*> stdAllocator;
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LsaVector<Chunk> chunks;
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LsaVector<BaseOpType*> ops;
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// list of Ops referring to RenderNode children for quick, non-drawing traversal
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LsaVector<NodeOpType*> children;
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// Resources - Skia objects + 9 patches referred to by this DisplayList
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LsaVector<const SkBitmap*> bitmapResources;
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LsaVector<const SkPath*> pathResources;
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LsaVector<const Res_png_9patch*> patchResources;
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LsaVector<std::unique_ptr<const SkPaint>> paints;
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LsaVector<std::unique_ptr<const SkRegion>> regions;
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LsaVector< sp<VirtualLightRefBase> > referenceHolders;
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// List of functors
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LsaVector<Functor*> functors;
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bool hasDrawOps; // only used if !HWUI_NEW_OPS
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void cleanupResources();
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_OPENGL_RENDERER_H
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