First, this CL removes the need to decompose the DrawFilters in Java and instead passes the SkDrawFilter to HWUI directly. This also allows the removal of duplicated logic between HWUI and other Canvas implementations regarding Paint filter levels. Second, the DrawFilter is now stored in the DisplayListRenderer where we apply it to every paint BEFORE it is stored in the DisplayList. This eliminates the need to filter all Paints on playback and removes additional complexity at playback. Finally, as a result of storing the filtered paint we can now do a better job caching the paints. This takes advantage of recent changes in Skia to quickly enable quick hashing and comparison of paint objects. Change-Id: Iec507a2d894827975cc4f1d22241542bb0534b4e
326 lines
12 KiB
C++
326 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 <SkDrawFilter.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 <SkRegion.h>
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#include <SkTLazy.h>
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#include <cutils/compiler.h>
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#include "DisplayList.h"
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#include "DisplayListLogBuffer.h"
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#include "StatefulBaseRenderer.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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// Debug
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#if DEBUG_DISPLAY_LIST
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#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
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#else
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#define DISPLAY_LIST_LOGD(...)
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// Display list
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///////////////////////////////////////////////////////////////////////////////
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class DeferredDisplayList;
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class DisplayListOp;
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class DisplayListRenderer;
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class DrawOp;
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class RenderNode;
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class StateOp;
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/**
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* Records drawing commands in a display list for later playback into an OpenGLRenderer.
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*/
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class ANDROID_API DisplayListRenderer: public StatefulBaseRenderer {
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public:
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DisplayListRenderer();
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virtual ~DisplayListRenderer();
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void insertReorderBarrier(bool enableReorder);
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DisplayListData* finishRecording();
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// ----------------------------------------------------------------------------
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// Frame state operations
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// ----------------------------------------------------------------------------
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virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
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virtual void finish();
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virtual void interrupt();
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virtual void resume();
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// ----------------------------------------------------------------------------
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// Canvas state operations
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// ----------------------------------------------------------------------------
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// Save (layer)
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virtual int save(int flags);
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virtual void restore();
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virtual void restoreToCount(int saveCount);
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virtual int saveLayer(float left, float top, float right, float bottom,
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const SkPaint* paint, int flags);
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// Matrix
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virtual void translate(float dx, float dy, float dz = 0.0f);
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virtual void rotate(float degrees);
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virtual void scale(float sx, float sy);
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virtual void skew(float sx, float sy);
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virtual void setMatrix(const SkMatrix& matrix);
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virtual void concatMatrix(const SkMatrix& matrix);
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// Clip
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virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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virtual bool clipPath(const SkPath* path, SkRegion::Op op);
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virtual bool clipRegion(const SkRegion* region, SkRegion::Op op);
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// Misc
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virtual void setDrawFilter(SkDrawFilter* filter);
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bool isCurrentTransformSimple() {
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return currentTransform()->isSimple();
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}
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// ----------------------------------------------------------------------------
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// Canvas draw operations
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// ----------------------------------------------------------------------------
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virtual status_t drawColor(int color, SkXfermode::Mode mode);
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// Bitmap-based
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virtual status_t drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
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virtual status_t drawBitmap(const 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, const SkPaint* paint);
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virtual status_t drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint);
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virtual status_t drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
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const float* vertices, const int* colors, const SkPaint* paint);
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virtual status_t drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch,
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float left, float top, float right, float bottom, const SkPaint* paint);
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// Shapes
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virtual status_t drawRect(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawRects(const float* rects, int count, const SkPaint* paint);
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virtual status_t drawRoundRect(float left, float top, float right, float bottom,
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float rx, float ry, const SkPaint* paint);
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virtual status_t drawRoundRect(CanvasPropertyPrimitive* left, CanvasPropertyPrimitive* top,
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CanvasPropertyPrimitive* right, CanvasPropertyPrimitive* bottom,
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CanvasPropertyPrimitive* rx, CanvasPropertyPrimitive* ry,
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CanvasPropertyPaint* paint);
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virtual status_t drawCircle(float x, float y, float radius, const SkPaint* paint);
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virtual status_t drawCircle(CanvasPropertyPrimitive* x, CanvasPropertyPrimitive* y,
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CanvasPropertyPrimitive* radius, CanvasPropertyPaint* paint);
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virtual status_t drawOval(float left, float top, float right, float bottom,
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const SkPaint* paint);
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virtual status_t drawArc(float left, float top, float right, float bottom,
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float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
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virtual status_t drawPath(const SkPath* path, const SkPaint* paint);
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virtual status_t drawLines(const float* points, int count, const SkPaint* paint);
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virtual status_t drawPoints(const float* points, int count, const SkPaint* paint);
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// Text
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virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
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const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
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DrawOpMode drawOpMode = kDrawOpMode_Immediate);
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virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
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float hOffset, float vOffset, const SkPaint* paint);
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virtual status_t drawPosText(const char* text, int bytesCount, int count,
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const float* positions, const SkPaint* paint);
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// ----------------------------------------------------------------------------
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// Canvas draw operations - special
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// ----------------------------------------------------------------------------
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virtual status_t drawLayer(Layer* layer, float x, float y);
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virtual status_t drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags);
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// TODO: rename for consistency
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virtual status_t callDrawGLFunction(Functor* functor, Rect& dirty);
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void setHighContrastText(bool highContrastText) {
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mHighContrastText = highContrastText;
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}
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private:
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enum DeferredBarrierType {
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kBarrier_None,
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kBarrier_InOrder,
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kBarrier_OutOfOrder,
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};
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void flushRestoreToCount();
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void flushTranslate();
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void flushReorderBarrier();
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LinearAllocator& alloc() { return mDisplayListData->allocator; }
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// Each method returns final index of op
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size_t addOpAndUpdateChunk(DisplayListOp* op);
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// flushes any deferred operations, and appends the op
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size_t flushAndAddOp(DisplayListOp* op);
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size_t addStateOp(StateOp* op);
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size_t addDrawOp(DrawOp* op);
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size_t addRenderNodeOp(DrawRenderNodeOp* op);
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template<class T>
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inline const T* refBuffer(const T* srcBuffer, int32_t count) {
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if (!srcBuffer) return NULL;
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T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
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memcpy(dstBuffer, srcBuffer, count * sizeof(T));
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return dstBuffer;
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}
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inline char* refText(const char* text, size_t byteLength) {
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return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
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}
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inline const SkPath* refPath(const SkPath* path) {
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if (!path) return NULL;
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const SkPath* pathCopy = mPathMap.valueFor(path);
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if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
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SkPath* newPathCopy = new SkPath(*path);
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newPathCopy->setSourcePath(path);
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pathCopy = newPathCopy;
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// replaceValueFor() performs an add if the entry doesn't exist
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mPathMap.replaceValueFor(path, pathCopy);
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mDisplayListData->paths.add(pathCopy);
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}
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if (mDisplayListData->sourcePaths.indexOf(path) < 0) {
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mCaches.resourceCache.incrementRefcount(path);
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mDisplayListData->sourcePaths.add(path);
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}
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return pathCopy;
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}
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inline const SkPaint* refPaint(const SkPaint* paint) {
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if (!paint) return NULL;
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// If there is a draw filter apply it here and store the modified paint
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// so that we don't need to modify the paint every time we access it.
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SkTLazy<SkPaint> filteredPaint;
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if (mDrawFilter.get()) {
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paint = filteredPaint.init();
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mDrawFilter->filter(filteredPaint.get(), SkDrawFilter::kPaint_Type);
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}
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// compute the hash key for the paint and check the cache.
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const uint32_t key = paint->getHash();
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const SkPaint* cachedPaint = mPaintMap.valueFor(key);
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// In the unlikely event that 2 unique paints have the same hash we do a
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// object equality check to ensure we don't erroneously dedup them.
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if (cachedPaint == NULL || *cachedPaint != *paint) {
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cachedPaint = new SkPaint(*paint);
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// replaceValueFor() performs an add if the entry doesn't exist
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mPaintMap.replaceValueFor(key, cachedPaint);
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mDisplayListData->paints.add(cachedPaint);
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}
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return cachedPaint;
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}
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inline SkPaint* copyPaint(const SkPaint* paint) {
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if (!paint) return NULL;
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SkPaint* paintCopy = new SkPaint(*paint);
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mDisplayListData->paints.add(paintCopy);
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return paintCopy;
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}
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inline const SkRegion* refRegion(const SkRegion* region) {
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if (!region) {
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return region;
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}
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const SkRegion* regionCopy = mRegionMap.valueFor(region);
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// TODO: Add generation ID to SkRegion
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if (regionCopy == NULL) {
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regionCopy = new SkRegion(*region);
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// replaceValueFor() performs an add if the entry doesn't exist
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mRegionMap.replaceValueFor(region, regionCopy);
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mDisplayListData->regions.add(regionCopy);
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}
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return regionCopy;
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}
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inline Layer* refLayer(Layer* layer) {
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mDisplayListData->layers.add(layer);
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mCaches.resourceCache.incrementRefcount(layer);
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return layer;
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}
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inline const SkBitmap* refBitmap(const 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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mDisplayListData->bitmapResources.add(bitmap);
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mCaches.resourceCache.incrementRefcount(bitmap);
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return bitmap;
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}
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inline const SkBitmap* refBitmapData(const SkBitmap* bitmap) {
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mDisplayListData->ownedBitmapResources.add(bitmap);
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mCaches.resourceCache.incrementRefcount(bitmap);
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return bitmap;
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}
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inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
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mDisplayListData->patchResources.add(patch);
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mCaches.resourceCache.incrementRefcount(patch);
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return patch;
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}
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DefaultKeyedVector<uint32_t, const SkPaint*> mPaintMap;
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DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
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DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
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Caches& mCaches;
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DisplayListData* mDisplayListData;
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float mTranslateX;
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float mTranslateY;
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bool mHasDeferredTranslate;
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DeferredBarrierType mDeferredBarrierType;
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bool mHighContrastText;
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int mRestoreSaveCount;
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SkAutoTUnref<SkDrawFilter> mDrawFilter;
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friend class RenderNode;
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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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