Fixes: 28125010 Restructures 'scene defer', to implement window backdrop overdraw avoidance in new render pipeline, and disable clipping to content draw bounds. Also restructures FrameBuilder's constructors, to separate out into multiple defer methods. Change-Id: I53facb904c1a4a4acc493d8a489921a79a50494e
258 lines
9.8 KiB
C++
258 lines
9.8 KiB
C++
/*
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* Copyright (C) 2016 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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#pragma once
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#include "BakedOpState.h"
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#include "CanvasState.h"
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#include "DisplayList.h"
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#include "LayerBuilder.h"
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#include "RecordedOp.h"
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#include "utils/GLUtils.h"
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#include <vector>
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#include <unordered_map>
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struct SkRect;
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namespace android {
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namespace uirenderer {
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class BakedOpState;
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class LayerUpdateQueue;
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class OffscreenBuffer;
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class Rect;
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/**
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* Processes, optimizes, and stores rendering commands from RenderNodes and
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* LayerUpdateQueue, building content needed to render a frame.
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*
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* Resolves final drawing state for each operation (including clip, alpha and matrix), and then
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* reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either
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* from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the
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* draw stream) will create different reorder contexts, each in its own LayerBuilder.
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*
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* Then the prepared or 'baked' drawing commands can be issued by calling the templated
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* replayBakedOps() function, which will dispatch them (including any created merged op collections)
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* to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are
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* resolved into Glops and rendered via BakedOpRenderer.
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*
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* This class is also the authoritative source for traversing RenderNodes, both for standard op
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* traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection.
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*/
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class FrameBuilder : public CanvasStateClient {
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public:
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struct LightGeometry {
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Vector3 center;
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float radius;
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};
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FrameBuilder(const SkRect& clip,
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uint32_t viewportWidth, uint32_t viewportHeight,
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const LightGeometry& lightGeometry, Caches& caches);
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FrameBuilder(const LayerUpdateQueue& layerUpdateQueue,
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const LightGeometry& lightGeometry, Caches& caches);
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void deferLayers(const LayerUpdateQueue& layers);
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void deferRenderNode(RenderNode& renderNode);
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void deferRenderNode(float tx, float ty, Rect clipRect, RenderNode& renderNode);
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void deferRenderNodeScene(const std::vector< sp<RenderNode> >& nodes,
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const Rect& contentDrawBounds);
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virtual ~FrameBuilder() {}
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/**
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* replayBakedOps() is templated based on what class will receive ops being replayed.
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*
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* It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
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* state->op->opId to lookup a receiver that will be called when the op is replayed.
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*/
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template <typename StaticDispatcher, typename Renderer>
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void replayBakedOps(Renderer& renderer) {
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std::vector<OffscreenBuffer*> temporaryLayers;
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finishDefer();
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/**
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* Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
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* dispatch the op via a method on a static dispatcher when the op is replayed.
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*
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* For example a BitmapOp would resolve, via the lambda lookup, to calling:
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*
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* StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
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*/
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#define X(Type) \
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[](void* renderer, const BakedOpState& state) { \
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StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
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static_cast<const Type&>(*(state.op)), state); \
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},
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static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
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#undef X
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/**
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* Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
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* static dispatcher when the group of merged ops is replayed.
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*/
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#define X(Type) \
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[](void* renderer, const MergedBakedOpList& opList) { \
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StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
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},
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static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
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#undef X
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// Relay through layers in reverse order, since layers
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// later in the list will be drawn by earlier ones
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for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
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GL_CHECKPOINT(MODERATE);
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LayerBuilder& layer = *(mLayerBuilders[i]);
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if (layer.renderNode) {
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// cached HW layer - can't skip layer if empty
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renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
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GL_CHECKPOINT(MODERATE);
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layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
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GL_CHECKPOINT(MODERATE);
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renderer.endLayer();
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} else if (!layer.empty()) {
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// save layer - skip entire layer if empty (in which case, LayerOp has null layer).
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layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
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temporaryLayers.push_back(layer.offscreenBuffer);
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GL_CHECKPOINT(MODERATE);
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layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
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GL_CHECKPOINT(MODERATE);
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renderer.endLayer();
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}
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}
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GL_CHECKPOINT(MODERATE);
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if (CC_LIKELY(mDrawFbo0)) {
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const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
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renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
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GL_CHECKPOINT(MODERATE);
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fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
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GL_CHECKPOINT(MODERATE);
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renderer.endFrame(fbo0.repaintRect);
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}
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for (auto& temporaryLayer : temporaryLayers) {
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renderer.recycleTemporaryLayer(temporaryLayer);
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}
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}
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void dump() const {
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for (auto&& layer : mLayerBuilders) {
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layer->dump();
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}
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}
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///////////////////////////////////////////////////////////////////
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/// CanvasStateClient interface
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///////////////////////////////////////////////////////////////////
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virtual void onViewportInitialized() override;
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virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
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virtual GLuint getTargetFbo() const override { return 0; }
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private:
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void finishDefer();
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enum class ChildrenSelectMode {
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Negative,
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Positive
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};
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void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
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float contentTranslateX, float contentTranslateY,
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const Rect& repaintRect,
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const Vector3& lightCenter,
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const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
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void restoreForLayer();
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LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
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BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
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return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
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}
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BakedOpState* tryBakeUnboundedOpState(const RecordedOp& recordedOp) {
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return BakedOpState::tryConstructUnbounded(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
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}
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// should always be surrounded by a save/restore pair, and not called if DisplayList is null
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void deferNodePropsAndOps(RenderNode& node);
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template <typename V>
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void defer3dChildren(const ClipBase* reorderClip, ChildrenSelectMode mode,
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const V& zTranslatedNodes);
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void deferShadow(const ClipBase* reorderClip, const RenderNodeOp& casterOp);
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void deferProjectedChildren(const RenderNode& renderNode);
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void deferNodeOps(const RenderNode& renderNode);
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void deferRenderNodeOpImpl(const RenderNodeOp& op);
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void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
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SkPath* createFrameAllocatedPath() {
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return mAllocator.create<SkPath>();
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}
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BakedOpState* deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
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BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
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/**
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* Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
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*
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* These private methods are called from within deferImpl to defer each individual op
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* type differently.
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*/
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#define X(Type) void defer##Type(const Type& op);
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MAP_DEFERRABLE_OPS(X)
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#undef X
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// contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches
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LinearAllocator mAllocator;
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LinearStdAllocator<void*> mStdAllocator;
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// List of every deferred layer's render state. Replayed in reverse order to render a frame.
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LsaVector<LayerBuilder*> mLayerBuilders;
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/*
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* Stack of indices within mLayerBuilders representing currently active layers. If drawing
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* layerA within a layerB, will contain, in order:
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* - 0 (representing FBO 0, always present)
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* - layerB's index
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* - layerA's index
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*
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* Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
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* layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
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* won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
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* ops added to it.
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*/
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LsaVector<size_t> mLayerStack;
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CanvasState mCanvasState;
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Caches& mCaches;
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float mLightRadius;
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const bool mDrawFbo0;
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};
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}; // namespace uirenderer
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}; // namespace android
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