The new implementation relies on OpenGLRenderer's existing layer code instead of duplicating it. The new code is much cleaner, with simpler and better APIs and allows tracking of drawn regions inside layers. Region tracking is not yet enabled but this will be done in a future CL. Change-Id: Ie826121a2227de8252c77b992a61218defea5143
437 lines
12 KiB
C++
437 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 <SkChunkAlloc.h>
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#include <SkFlattenable.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 <SkPictureFlat.h>
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#include <SkRefCnt.h>
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#include <SkTDArray.h>
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#include <SkTSearch.h>
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#include "OpenGLRenderer.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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#define MIN_WRITER_SIZE 16384
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#define HEAP_BLOCK_SIZE 4096
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///////////////////////////////////////////////////////////////////////////////
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// Helpers
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///////////////////////////////////////////////////////////////////////////////
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class PathHeap: public SkRefCnt {
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public:
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PathHeap();
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PathHeap(SkFlattenableReadBuffer& buffer);
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~PathHeap();
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int append(const SkPath& path);
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int count() const { return mPaths.count(); }
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SkPath& operator[](int index) const {
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return *mPaths[index];
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}
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void flatten(SkFlattenableWriteBuffer& buffer) const;
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private:
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SkChunkAlloc mHeap;
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SkTDArray<SkPath*> mPaths;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Display list
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///////////////////////////////////////////////////////////////////////////////
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class DisplayListRenderer;
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/**
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* Replays recorded drawing commands.
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*/
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class DisplayList {
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public:
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DisplayList(const DisplayListRenderer& recorder);
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~DisplayList();
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enum Op {
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AcquireContext,
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ReleaseContext,
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Save,
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Restore,
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RestoreToCount,
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SaveLayer,
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SaveLayerAlpha,
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Translate,
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Rotate,
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Scale,
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SetMatrix,
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ConcatMatrix,
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ClipRect,
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DrawDisplayList,
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DrawLayer,
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DrawBitmap,
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DrawBitmapMatrix,
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DrawBitmapRect,
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DrawPatch,
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DrawColor,
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DrawRect,
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DrawPath,
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DrawLines,
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DrawText,
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ResetShader,
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SetupShader,
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ResetColorFilter,
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SetupColorFilter,
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ResetShadow,
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SetupShadow
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};
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void initFromDisplayListRenderer(const DisplayListRenderer& recorder);
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void replay(OpenGLRenderer& renderer);
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private:
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void init();
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class TextContainer {
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public:
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size_t length() const {
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return mByteLength;
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}
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const char* text() const {
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return (const char*) mText;
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}
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size_t mByteLength;
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const char* mText;
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};
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SkBitmap* getBitmap() {
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return (SkBitmap*) getInt();
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}
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SkiaShader* getShader() {
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return (SkiaShader*) getInt();
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}
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SkiaColorFilter* getColorFilter() {
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return (SkiaColorFilter*) getInt();
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}
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inline int getIndex() {
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return mReader.readInt();
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}
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inline int getInt() {
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return mReader.readInt();
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}
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SkMatrix* getMatrix() {
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return (SkMatrix*) getInt();
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}
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SkPath* getPath() {
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return &(*mPathHeap)[getInt() - 1];
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}
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SkPaint* getPaint() {
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return (SkPaint*) getInt();
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}
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DisplayList* getDisplayList() {
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return (DisplayList*) getInt();
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}
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inline float getFloat() {
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return mReader.readScalar();
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}
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int32_t* getInts(uint32_t& count) {
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count = getInt();
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return (int32_t*) mReader.skip(count * sizeof(int32_t));
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}
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uint32_t* getUInts(int8_t& count) {
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count = getInt();
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return (uint32_t*) mReader.skip(count * sizeof(uint32_t));
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}
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float* getFloats(int& count) {
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count = getInt();
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return (float*) mReader.skip(count * sizeof(float));
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}
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void getText(TextContainer* text) {
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size_t length = text->mByteLength = getInt();
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text->mText = (const char*) mReader.skip(length);
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}
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PathHeap* mPathHeap;
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Vector<SkBitmap*> mBitmapResources;
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Vector<SkiaShader*> mShaderResources;
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Vector<SkiaColorFilter*> mFilterResources;
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Vector<SkPaint*> mPaints;
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Vector<SkMatrix*> mMatrices;
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mutable SkFlattenableReadBuffer mReader;
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SkRefCntPlayback mRCPlayback;
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SkTypefacePlayback mTFPlayback;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Records drawing commands in a display list for latter playback.
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*/
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class DisplayListRenderer: public OpenGLRenderer {
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public:
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DisplayListRenderer();
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~DisplayListRenderer();
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DisplayList* getDisplayList();
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void setViewport(int width, int height);
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void prepare(bool opaque);
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void acquireContext();
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void releaseContext();
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int save(int flags);
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void restore();
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void restoreToCount(int saveCount);
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int saveLayer(float left, float top, float right, float bottom,
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SkPaint* p, int flags);
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int saveLayerAlpha(float left, float top, float right, float bottom,
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int alpha, int flags);
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void translate(float dx, float dy);
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void rotate(float degrees);
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void scale(float sx, float sy);
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void setMatrix(SkMatrix* matrix);
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void concatMatrix(SkMatrix* matrix);
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bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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void drawDisplayList(DisplayList* displayList);
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void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
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void drawBitmap(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, SkPaint* paint);
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void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
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const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
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float left, float top, float right, float bottom, SkPaint* paint);
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void drawColor(int color, SkXfermode::Mode mode);
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void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
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void drawPath(SkPath* path, SkPaint* paint);
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void drawLines(float* points, int count, SkPaint* paint);
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void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint);
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void resetShader();
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void setupShader(SkiaShader* shader);
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void resetColorFilter();
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void setupColorFilter(SkiaColorFilter* filter);
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void resetShadow();
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void setupShadow(float radius, float dx, float dy, int color);
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void reset();
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const SkWriter32& writeStream() const {
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return mWriter;
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}
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const Vector<SkBitmap*>& getBitmapResources() const {
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return mBitmapResources;
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}
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const Vector<SkiaShader*>& getShaderResources() const {
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return mShaderResources;
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}
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const Vector<SkPaint*>& getPaints() const {
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return mPaints;
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}
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const Vector<SkMatrix*>& getMatrices() const {
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return mMatrices;
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}
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const Vector<SkiaColorFilter*>& getFilterResources() const {
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return mFilterResources;
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}
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private:
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inline void addOp(DisplayList::Op drawOp) {
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mWriter.writeInt(drawOp);
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}
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inline void addInt(int value) {
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mWriter.writeInt(value);
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}
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void addInts(const int32_t* values, uint32_t count) {
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mWriter.writeInt(count);
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for (uint32_t i = 0; i < count; i++) {
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mWriter.writeInt(values[i]);
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}
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}
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void addUInts(const uint32_t* values, int8_t count) {
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mWriter.writeInt(count);
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for (int8_t i = 0; i < count; i++) {
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mWriter.writeInt(values[i]);
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}
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}
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inline void addFloat(float value) {
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mWriter.writeScalar(value);
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}
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void addFloats(const float* values, int count) {
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mWriter.writeInt(count);
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for (int i = 0; i < count; i++) {
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mWriter.writeScalar(values[i]);
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}
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}
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inline void addPoint(float x, float y) {
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mWriter.writeScalar(x);
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mWriter.writeScalar(y);
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}
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inline void addBounds(float left, float top, float right, float bottom) {
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mWriter.writeScalar(left);
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mWriter.writeScalar(top);
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mWriter.writeScalar(right);
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mWriter.writeScalar(bottom);
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}
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inline void addText(const void* text, size_t byteLength) {
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mWriter.writeInt(byteLength);
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mWriter.writePad(text, byteLength);
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}
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inline void addPath(const SkPath* path) {
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if (mPathHeap == NULL) {
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mPathHeap = new PathHeap();
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}
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addInt(mPathHeap->append(*path));
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}
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inline void addPaint(SkPaint* paint) {
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if (paint == NULL) {
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addInt((int) NULL);
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return;
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}
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SkPaint *paintCopy = mPaintMap.valueFor(paint);
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if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
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paintCopy = new SkPaint(*paint);
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mPaintMap.add(paint, paintCopy);
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mPaints.add(paintCopy);
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}
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addInt((int) paintCopy);
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}
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inline void addDisplayList(DisplayList* displayList) {
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// TODO: To be safe, the display list should be ref-counted in the
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// resources cache, but we rely on the caller (UI toolkit) to
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// do the right thing for now
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addInt((int) displayList);
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}
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inline void addMatrix(SkMatrix* matrix) {
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// Copying the matrix is cheap and prevents against the user changing the original
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// matrix before the operation that uses it
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addInt((int) new SkMatrix(*matrix));
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}
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inline void addBitmap(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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addInt((int) bitmap);
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mBitmapResources.add(bitmap);
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Caches& caches = Caches::getInstance();
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caches.resourceCache.incrementRefcount(bitmap);
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}
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inline void addShader(SkiaShader* shader) {
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addInt((int) shader);
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mShaderResources.add(shader);
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Caches& caches = Caches::getInstance();
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caches.resourceCache.incrementRefcount(shader);
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}
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inline void addColorFilter(SkiaColorFilter* colorFilter) {
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addInt((int) colorFilter);
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mFilterResources.add(colorFilter);
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Caches& caches = Caches::getInstance();
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caches.resourceCache.incrementRefcount(colorFilter);
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}
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SkChunkAlloc mHeap;
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Vector<SkBitmap*> mBitmapResources;
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Vector<SkiaShader*> mShaderResources;
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Vector<SkiaColorFilter*> mFilterResources;
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Vector<SkPaint*> mPaints;
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DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
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Vector<SkMatrix*> mMatrices;
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PathHeap* mPathHeap;
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SkWriter32 mWriter;
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SkRefCntRecorder mRCRecorder;
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SkRefCntRecorder mTFRecorder;
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DisplayList *mDisplayList;
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friend class DisplayList;
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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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