acb6f07623
Change-Id: Ia9888b4fb2c849d95a8c395cafef2e2294a23aae
633 lines
26 KiB
C++
633 lines
26 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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#define ATRACE_TAG ATRACE_TAG_VIEW
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#include <SkCanvas.h>
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#include <algorithm>
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#include <utils/Trace.h>
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#include "Debug.h"
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#include "DisplayList.h"
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#include "DisplayListOp.h"
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#include "DisplayListLogBuffer.h"
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namespace android {
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namespace uirenderer {
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void RenderNode::outputLogBuffer(int fd) {
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DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
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if (logBuffer.isEmpty()) {
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return;
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}
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FILE *file = fdopen(fd, "a");
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fprintf(file, "\nRecent DisplayList operations\n");
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logBuffer.outputCommands(file);
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String8 cachesLog;
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Caches::getInstance().dumpMemoryUsage(cachesLog);
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fprintf(file, "\nCaches:\n%s", cachesLog.string());
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fprintf(file, "\n");
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fflush(file);
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}
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RenderNode::RenderNode() : mDestroyed(false), mDisplayListData(0) {
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}
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RenderNode::~RenderNode() {
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LOG_ALWAYS_FATAL_IF(mDestroyed, "Double destroyed DisplayList %p", this);
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mDestroyed = true;
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delete mDisplayListData;
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}
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void RenderNode::destroyDisplayListDeferred(RenderNode* displayList) {
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if (displayList) {
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DISPLAY_LIST_LOGD("Deferring display list destruction");
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Caches::getInstance().deleteDisplayListDeferred(displayList);
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}
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}
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void RenderNode::setData(DisplayListData* data) {
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delete mDisplayListData;
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mDisplayListData = data;
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if (mDisplayListData) {
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Caches::getInstance().registerFunctors(mDisplayListData->functorCount);
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}
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}
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/**
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* This function is a simplified version of replay(), where we simply retrieve and log the
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* display list. This function should remain in sync with the replay() function.
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*/
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void RenderNode::output(uint32_t level) {
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ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
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mName.string(), isRenderable());
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ALOGD("%*s%s %d", level * 2, "", "Save",
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SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
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outputViewProperties(level);
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int flags = DisplayListOp::kOpLogFlag_Recurse;
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for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
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mDisplayListData->displayListOps[i]->output(level, flags);
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}
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ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, mName.string());
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}
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void RenderNode::outputViewProperties(const int level) {
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properties().updateMatrix();
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if (properties().mLeft != 0 || properties().mTop != 0) {
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ALOGD("%*sTranslate (left, top) %d, %d", level * 2, "", properties().mLeft, properties().mTop);
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}
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if (properties().mStaticMatrix) {
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ALOGD("%*sConcatMatrix (static) %p: " SK_MATRIX_STRING,
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level * 2, "", properties().mStaticMatrix, SK_MATRIX_ARGS(properties().mStaticMatrix));
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}
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if (properties().mAnimationMatrix) {
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ALOGD("%*sConcatMatrix (animation) %p: " SK_MATRIX_STRING,
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level * 2, "", properties().mAnimationMatrix, SK_MATRIX_ARGS(properties().mAnimationMatrix));
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}
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if (properties().mMatrixFlags != 0) {
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if (properties().mMatrixFlags == TRANSLATION) {
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ALOGD("%*sTranslate %.2f, %.2f, %.2f",
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level * 2, "", properties().mTranslationX, properties().mTranslationY, properties().mTranslationZ);
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} else {
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ALOGD("%*sConcatMatrix %p: " MATRIX_4_STRING,
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level * 2, "", properties().mTransformMatrix, MATRIX_4_ARGS(properties().mTransformMatrix));
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}
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}
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bool clipToBoundsNeeded = properties().mCaching ? false : properties().mClipToBounds;
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if (properties().mAlpha < 1) {
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if (properties().mCaching) {
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ALOGD("%*sSetOverrideLayerAlpha %.2f", level * 2, "", properties().mAlpha);
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} else if (!properties().mHasOverlappingRendering) {
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ALOGD("%*sScaleAlpha %.2f", level * 2, "", properties().mAlpha);
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} else {
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int flags = SkCanvas::kHasAlphaLayer_SaveFlag;
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if (clipToBoundsNeeded) {
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flags |= SkCanvas::kClipToLayer_SaveFlag;
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clipToBoundsNeeded = false; // clipping done by save layer
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}
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ALOGD("%*sSaveLayerAlpha %.2f, %.2f, %.2f, %.2f, %d, 0x%x", level * 2, "",
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(float) 0, (float) 0, (float) properties().mRight - properties().mLeft, (float) properties().mBottom - properties().mTop,
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(int)(properties().mAlpha * 255), flags);
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}
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}
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if (clipToBoundsNeeded) {
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ALOGD("%*sClipRect %.2f, %.2f, %.2f, %.2f", level * 2, "", 0.0f, 0.0f,
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(float) properties().mRight - properties().mLeft, (float) properties().mBottom - properties().mTop);
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}
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}
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/*
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* For property operations, we pass a savecount of 0, since the operations aren't part of the
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* displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
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* base saveCount (i.e., how RestoreToCount uses saveCount + properties().mCount)
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*/
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#define PROPERTY_SAVECOUNT 0
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template <class T>
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void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler,
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const int level) {
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#if DEBUG_DISPLAY_LIST
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outputViewProperties(level);
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#endif
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properties().updateMatrix();
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if (properties().mLeft != 0 || properties().mTop != 0) {
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renderer.translate(properties().mLeft, properties().mTop);
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}
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if (properties().mStaticMatrix) {
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renderer.concatMatrix(properties().mStaticMatrix);
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} else if (properties().mAnimationMatrix) {
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renderer.concatMatrix(properties().mAnimationMatrix);
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}
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if (properties().mMatrixFlags != 0) {
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if (properties().mMatrixFlags == TRANSLATION) {
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renderer.translate(properties().mTranslationX, properties().mTranslationY);
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} else {
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renderer.concatMatrix(*properties().mTransformMatrix);
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}
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}
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bool clipToBoundsNeeded = properties().mCaching ? false : properties().mClipToBounds;
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if (properties().mAlpha < 1) {
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if (properties().mCaching) {
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renderer.setOverrideLayerAlpha(properties().mAlpha);
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} else if (!properties().mHasOverlappingRendering) {
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renderer.scaleAlpha(properties().mAlpha);
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} else {
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// TODO: should be able to store the size of a DL at record time and not
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// have to pass it into this call. In fact, this information might be in the
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// location/size info that we store with the new native transform data.
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int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
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if (clipToBoundsNeeded) {
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saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
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clipToBoundsNeeded = false; // clipping done by saveLayer
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}
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SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
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0, 0, properties().mRight - properties().mLeft, properties().mBottom - properties().mTop, properties().mAlpha * 255, saveFlags);
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handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
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}
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}
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if (clipToBoundsNeeded) {
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ClipRectOp* op = new (handler.allocator()) ClipRectOp(0, 0,
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properties().mRight - properties().mLeft, properties().mBottom - properties().mTop, SkRegion::kIntersect_Op);
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handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
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}
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if (CC_UNLIKELY(properties().mClipToOutline && !properties().mOutline.isEmpty())) {
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ClipPathOp* op = new (handler.allocator()) ClipPathOp(&properties().mOutline, SkRegion::kIntersect_Op);
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handler(op, PROPERTY_SAVECOUNT, properties().mClipToBounds);
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}
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}
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/**
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* Apply property-based transformations to input matrix
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*
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* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
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* matrix computation instead of the Skia 3x3 matrix + camera hackery.
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*/
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void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) {
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if (properties().mLeft != 0 || properties().mTop != 0) {
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matrix.translate(properties().mLeft, properties().mTop);
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}
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if (properties().mStaticMatrix) {
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mat4 stat(*properties().mStaticMatrix);
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matrix.multiply(stat);
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} else if (properties().mAnimationMatrix) {
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mat4 anim(*properties().mAnimationMatrix);
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matrix.multiply(anim);
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}
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if (properties().mMatrixFlags != 0) {
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properties().updateMatrix();
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if (properties().mMatrixFlags == TRANSLATION) {
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matrix.translate(properties().mTranslationX, properties().mTranslationY,
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true3dTransform ? properties().mTranslationZ : 0.0f);
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} else {
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if (!true3dTransform) {
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matrix.multiply(*properties().mTransformMatrix);
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} else {
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mat4 true3dMat;
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true3dMat.loadTranslate(
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properties().mPivotX + properties().mTranslationX,
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properties().mPivotY + properties().mTranslationY,
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properties().mTranslationZ);
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true3dMat.rotate(properties().mRotationX, 1, 0, 0);
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true3dMat.rotate(properties().mRotationY, 0, 1, 0);
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true3dMat.rotate(properties().mRotation, 0, 0, 1);
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true3dMat.scale(properties().mScaleX, properties().mScaleY, 1);
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true3dMat.translate(-properties().mPivotX, -properties().mPivotY);
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matrix.multiply(true3dMat);
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}
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}
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}
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}
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/**
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* Organizes the DisplayList hierarchy to prepare for background projection reordering.
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*
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* This should be called before a call to defer() or drawDisplayList()
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*
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* Each DisplayList that serves as a 3d root builds its list of composited children,
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* which are flagged to not draw in the standard draw loop.
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*/
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void RenderNode::computeOrdering() {
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ATRACE_CALL();
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mProjectedNodes.clear();
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// TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
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// transform properties are applied correctly to top level children
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if (mDisplayListData == NULL) return;
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for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
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DrawDisplayListOp* childOp = mDisplayListData->children[i];
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childOp->mDisplayList->computeOrderingImpl(childOp,
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&mProjectedNodes, &mat4::identity());
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}
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}
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void RenderNode::computeOrderingImpl(
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DrawDisplayListOp* opState,
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Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
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const mat4* transformFromProjectionSurface) {
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mProjectedNodes.clear();
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if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
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// TODO: should avoid this calculation in most cases
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// TODO: just calculate single matrix, down to all leaf composited elements
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Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
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localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
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if (properties().mProjectBackwards) {
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// composited projectee, flag for out of order draw, save matrix, and store in proj surface
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opState->mSkipInOrderDraw = true;
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opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
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compositedChildrenOfProjectionSurface->add(opState);
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} else {
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// standard in order draw
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opState->mSkipInOrderDraw = false;
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}
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if (mDisplayListData->children.size() > 0) {
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const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
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bool haveAppliedPropertiesToProjection = false;
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for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
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DrawDisplayListOp* childOp = mDisplayListData->children[i];
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RenderNode* child = childOp->mDisplayList;
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Vector<DrawDisplayListOp*>* projectionChildren = NULL;
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const mat4* projectionTransform = NULL;
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if (isProjectionReceiver && !child->properties().mProjectBackwards) {
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// if receiving projections, collect projecting descendent
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// Note that if a direct descendent is projecting backwards, we pass it's
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// grandparent projection collection, since it shouldn't project onto it's
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// parent, where it will already be drawing.
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projectionChildren = &mProjectedNodes;
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projectionTransform = &mat4::identity();
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} else {
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if (!haveAppliedPropertiesToProjection) {
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applyViewPropertyTransforms(localTransformFromProjectionSurface);
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haveAppliedPropertiesToProjection = true;
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}
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projectionChildren = compositedChildrenOfProjectionSurface;
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projectionTransform = &localTransformFromProjectionSurface;
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}
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child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
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}
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}
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}
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class DeferOperationHandler {
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public:
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DeferOperationHandler(DeferStateStruct& deferStruct, int level)
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: mDeferStruct(deferStruct), mLevel(level) {}
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inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
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operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
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}
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inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
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private:
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DeferStateStruct& mDeferStruct;
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const int mLevel;
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};
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void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
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DeferOperationHandler handler(deferStruct, level);
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iterate<DeferOperationHandler>(deferStruct.mRenderer, handler, level);
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}
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class ReplayOperationHandler {
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public:
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ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
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: mReplayStruct(replayStruct), mLevel(level) {}
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inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
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#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
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properties().mReplayStruct.mRenderer.eventMark(operation->name());
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#endif
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operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
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}
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inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
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private:
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ReplayStateStruct& mReplayStruct;
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const int mLevel;
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};
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void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
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ReplayOperationHandler handler(replayStruct, level);
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replayStruct.mRenderer.startMark(mName.string());
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iterate<ReplayOperationHandler>(replayStruct.mRenderer, handler, level);
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replayStruct.mRenderer.endMark();
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DISPLAY_LIST_LOGD("%*sDone (%p, %s), returning %d", level * 2, "", this, mName.string(),
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replayStruct.mDrawGlStatus);
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}
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void RenderNode::buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes) {
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if (mDisplayListData == NULL || mDisplayListData->children.size() == 0) return;
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for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
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DrawDisplayListOp* childOp = mDisplayListData->children[i];
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RenderNode* child = childOp->mDisplayList;
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float childZ = child->properties().mTranslationZ;
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if (childZ != 0.0f) {
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zTranslatedNodes.add(ZDrawDisplayListOpPair(childZ, childOp));
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childOp->mSkipInOrderDraw = true;
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} else if (!child->properties().mProjectBackwards) {
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// regular, in order drawing DisplayList
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childOp->mSkipInOrderDraw = false;
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}
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}
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// Z sort 3d children (stable-ness makes z compare fall back to standard drawing order)
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std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
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}
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#define SHADOW_DELTA 0.1f
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template <class T>
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void RenderNode::iterate3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
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ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler) {
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const int size = zTranslatedNodes.size();
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if (size == 0
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|| (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
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|| (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
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// no 3d children to draw
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return;
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}
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int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
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LinearAllocator& alloc = handler.allocator();
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ClipRectOp* clipOp = new (alloc) ClipRectOp(0, 0, properties().mWidth, properties().mHeight,
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SkRegion::kIntersect_Op); // clip to 3d root bounds
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handler(clipOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
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/**
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* Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
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* with very similar Z heights to draw together.
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*
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* This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
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* underneath both, and neither's shadow is drawn on top of the other.
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*/
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const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
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size_t drawIndex, shadowIndex, endIndex;
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if (mode == kNegativeZChildren) {
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drawIndex = 0;
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endIndex = nonNegativeIndex;
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shadowIndex = endIndex; // draw no shadows
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} else {
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drawIndex = nonNegativeIndex;
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endIndex = size;
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shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
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}
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float lastCasterZ = 0.0f;
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while (shadowIndex < endIndex || drawIndex < endIndex) {
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if (shadowIndex < endIndex) {
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DrawDisplayListOp* casterOp = zTranslatedNodes[shadowIndex].value;
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RenderNode* caster = casterOp->mDisplayList;
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const float casterZ = zTranslatedNodes[shadowIndex].key;
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// attempt to render the shadow if the caster about to be drawn is its caster,
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// OR if its caster's Z value is similar to the previous potential caster
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if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
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if (caster->properties().mCastsShadow && caster->properties().mAlpha > 0.0f) {
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mat4 shadowMatrixXY(casterOp->mTransformFromParent);
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caster->applyViewPropertyTransforms(shadowMatrixXY);
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// Z matrix needs actual 3d transformation, so mapped z values will be correct
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mat4 shadowMatrixZ(casterOp->mTransformFromParent);
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caster->applyViewPropertyTransforms(shadowMatrixZ, true);
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DisplayListOp* shadowOp = new (alloc) DrawShadowOp(
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shadowMatrixXY, shadowMatrixZ,
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caster->properties().mAlpha, &(caster->properties().mOutline),
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caster->properties().mWidth, caster->properties().mHeight);
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handler(shadowOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
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}
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lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
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shadowIndex++;
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continue;
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}
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}
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// only the actual child DL draw needs to be in save/restore,
|
|
// since it modifies the renderer's matrix
|
|
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
|
|
|
|
DrawDisplayListOp* childOp = zTranslatedNodes[drawIndex].value;
|
|
RenderNode* child = childOp->mDisplayList;
|
|
|
|
renderer.concatMatrix(childOp->mTransformFromParent);
|
|
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
|
|
handler(childOp, renderer.getSaveCount() - 1, properties().mClipToBounds);
|
|
childOp->mSkipInOrderDraw = true;
|
|
|
|
renderer.restoreToCount(restoreTo);
|
|
drawIndex++;
|
|
}
|
|
handler(new (alloc) RestoreToCountOp(rootRestoreTo), PROPERTY_SAVECOUNT, properties().mClipToBounds);
|
|
}
|
|
|
|
template <class T>
|
|
void RenderNode::iterateProjectedChildren(OpenGLRenderer& renderer, T& handler, const int level) {
|
|
int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
|
|
LinearAllocator& alloc = handler.allocator();
|
|
ClipRectOp* clipOp = new (alloc) ClipRectOp(0, 0, properties().mWidth, properties().mHeight,
|
|
SkRegion::kReplace_Op); // clip to projection surface root bounds
|
|
handler(clipOp, PROPERTY_SAVECOUNT, properties().mClipToBounds);
|
|
|
|
for (size_t i = 0; i < mProjectedNodes.size(); i++) {
|
|
DrawDisplayListOp* childOp = mProjectedNodes[i];
|
|
|
|
// matrix save, concat, and restore can be done safely without allocating operations
|
|
int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
|
|
renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
|
|
childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
|
|
handler(childOp, renderer.getSaveCount() - 1, properties().mClipToBounds);
|
|
childOp->mSkipInOrderDraw = true;
|
|
renderer.restoreToCount(restoreTo);
|
|
}
|
|
handler(new (alloc) RestoreToCountOp(rootRestoreTo), PROPERTY_SAVECOUNT, properties().mClipToBounds);
|
|
}
|
|
|
|
/**
|
|
* This function serves both defer and replay modes, and will organize the displayList's component
|
|
* operations for a single frame:
|
|
*
|
|
* Every 'simple' state operation that affects just the matrix and alpha (or other factors of
|
|
* DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
|
|
* defer logic) and operations in displayListOps are issued through the 'handler' which handles the
|
|
* defer vs replay logic, per operation
|
|
*/
|
|
template <class T>
|
|
void RenderNode::iterate(OpenGLRenderer& renderer, T& handler, const int level) {
|
|
if (CC_UNLIKELY(mDestroyed)) { // temporary debug logging
|
|
ALOGW("Error: %s is drawing after destruction", mName.string());
|
|
CRASH();
|
|
}
|
|
if (mDisplayListData->isEmpty() || properties().mAlpha <= 0) {
|
|
DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, mName.string());
|
|
return;
|
|
}
|
|
|
|
#if DEBUG_DISPLAY_LIST
|
|
Rect* clipRect = renderer.getClipRect();
|
|
DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), clipRect: %.0f, %.0f, %.0f, %.0f",
|
|
level * 2, "", this, mName.string(), clipRect->left, clipRect->top,
|
|
clipRect->right, clipRect->bottom);
|
|
#endif
|
|
|
|
LinearAllocator& alloc = handler.allocator();
|
|
int restoreTo = renderer.getSaveCount();
|
|
handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
|
|
PROPERTY_SAVECOUNT, properties().mClipToBounds);
|
|
|
|
DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
|
|
SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
|
|
|
|
setViewProperties<T>(renderer, handler, level + 1);
|
|
|
|
bool quickRejected = properties().mClipToBounds && renderer.quickRejectConservative(0, 0, properties().mWidth, properties().mHeight);
|
|
if (!quickRejected) {
|
|
Vector<ZDrawDisplayListOpPair> zTranslatedNodes;
|
|
buildZSortedChildList(zTranslatedNodes);
|
|
|
|
// for 3d root, draw children with negative z values
|
|
iterate3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
|
|
|
|
DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
|
|
const int saveCountOffset = renderer.getSaveCount() - 1;
|
|
const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
|
|
for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
|
|
DisplayListOp *op = mDisplayListData->displayListOps[i];
|
|
|
|
#if DEBUG_DISPLAY_LIST
|
|
op->output(level + 1);
|
|
#endif
|
|
|
|
logBuffer.writeCommand(level, op->name());
|
|
handler(op, saveCountOffset, properties().mClipToBounds);
|
|
|
|
if (CC_UNLIKELY(i == projectionReceiveIndex && mProjectedNodes.size() > 0)) {
|
|
iterateProjectedChildren(renderer, handler, level);
|
|
}
|
|
}
|
|
|
|
// for 3d root, draw children with positive z values
|
|
iterate3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
|
|
}
|
|
|
|
DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
|
|
handler(new (alloc) RestoreToCountOp(restoreTo),
|
|
PROPERTY_SAVECOUNT, properties().mClipToBounds);
|
|
renderer.setOverrideLayerAlpha(1.0f);
|
|
}
|
|
|
|
void DisplayListData::cleanupResources() {
|
|
Caches& caches = Caches::getInstance();
|
|
caches.unregisterFunctors(functorCount);
|
|
caches.resourceCache.lock();
|
|
|
|
for (size_t i = 0; i < bitmapResources.size(); i++) {
|
|
caches.resourceCache.decrementRefcountLocked(bitmapResources.itemAt(i));
|
|
}
|
|
|
|
for (size_t i = 0; i < ownedBitmapResources.size(); i++) {
|
|
const SkBitmap* bitmap = ownedBitmapResources.itemAt(i);
|
|
caches.resourceCache.decrementRefcountLocked(bitmap);
|
|
caches.resourceCache.destructorLocked(bitmap);
|
|
}
|
|
|
|
for (size_t i = 0; i < patchResources.size(); i++) {
|
|
caches.resourceCache.decrementRefcountLocked(patchResources.itemAt(i));
|
|
}
|
|
|
|
for (size_t i = 0; i < shaders.size(); i++) {
|
|
caches.resourceCache.decrementRefcountLocked(shaders.itemAt(i));
|
|
caches.resourceCache.destructorLocked(shaders.itemAt(i));
|
|
}
|
|
|
|
for (size_t i = 0; i < sourcePaths.size(); i++) {
|
|
caches.resourceCache.decrementRefcountLocked(sourcePaths.itemAt(i));
|
|
}
|
|
|
|
for (size_t i = 0; i < layers.size(); i++) {
|
|
caches.resourceCache.decrementRefcountLocked(layers.itemAt(i));
|
|
}
|
|
|
|
caches.resourceCache.unlock();
|
|
|
|
for (size_t i = 0; i < paints.size(); i++) {
|
|
delete paints.itemAt(i);
|
|
}
|
|
|
|
for (size_t i = 0; i < regions.size(); i++) {
|
|
delete regions.itemAt(i);
|
|
}
|
|
|
|
for (size_t i = 0; i < paths.size(); i++) {
|
|
delete paths.itemAt(i);
|
|
}
|
|
|
|
for (size_t i = 0; i < matrices.size(); i++) {
|
|
delete matrices.itemAt(i);
|
|
}
|
|
|
|
bitmapResources.clear();
|
|
ownedBitmapResources.clear();
|
|
patchResources.clear();
|
|
shaders.clear();
|
|
sourcePaths.clear();
|
|
paints.clear();
|
|
regions.clear();
|
|
paths.clear();
|
|
matrices.clear();
|
|
layers.clear();
|
|
}
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|