Leon Scroggins III d1ad5e62fd Inspect SkShader to determine hw shader.
Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.

core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.

core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.

graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.

libs/hwui/Caches.h:
Include Extensions.h.

libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.

libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.

libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.

libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.

libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.

libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

BUG:10650594

Change-Id: Iaa7189178bda1c55f96da044d2a9fa602ba36034
2014-05-22 14:46:59 -04:00

161 lines
4.3 KiB
C++

/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_H
#define ANDROID_HWUI_DISPLAY_LIST_H
#ifndef LOG_TAG
#define LOG_TAG "OpenGLRenderer"
#endif
#include <SkCamera.h>
#include <SkMatrix.h>
#include <private/hwui/DrawGlInfo.h>
#include <utils/KeyedVector.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <utils/String8.h>
#include <utils/Vector.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
#include "Matrix.h"
#include "DeferredDisplayList.h"
#include "RenderProperties.h"
class SkBitmap;
class SkPaint;
class SkPath;
class SkRegion;
namespace android {
namespace uirenderer {
class DeferredDisplayList;
class DisplayListOp;
class DisplayListRenderer;
class OpenGLRenderer;
class Rect;
class Layer;
class ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
class DrawDisplayListOp;
/**
* Holds data used in the playback a tree of DisplayLists.
*/
class PlaybackStateStruct {
protected:
PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
: mRenderer(renderer), mReplayFlags(replayFlags), mAllocator(allocator){}
public:
OpenGLRenderer& mRenderer;
const int mReplayFlags;
// Allocator with the lifetime of a single frame.
// replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator
LinearAllocator * const mAllocator;
};
class DeferStateStruct : public PlaybackStateStruct {
public:
DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
mDeferredList(deferredList) {}
DeferredDisplayList& mDeferredList;
};
class ReplayStateStruct : public PlaybackStateStruct {
public:
ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
: PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
mDirty(dirty), mDrawGlStatus(DrawGlInfo::kStatusDone) {}
Rect& mDirty;
status_t mDrawGlStatus;
LinearAllocator mReplayAllocator;
};
/**
* Data structure that holds the list of commands used in display list stream
*/
class DisplayListData {
public:
DisplayListData();
~DisplayListData();
// allocator into which all ops were allocated
LinearAllocator allocator;
// pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
// index of DisplayListOp restore, after which projected descendents should be drawn
int projectionReceiveIndex;
Vector<const SkBitmap*> bitmapResources;
Vector<const SkBitmap*> ownedBitmapResources;
Vector<const Res_png_9patch*> patchResources;
Vector<const SkPaint*> paints;
Vector<const SkPath*> paths;
SortedVector<const SkPath*> sourcePaths;
Vector<const SkRegion*> regions;
Vector<const SkMatrix*> matrices;
Vector<Layer*> layers;
uint32_t functorCount;
bool hasDrawOps;
bool isEmpty() {
return !displayListOps.size();
}
void addChild(DrawDisplayListOp* childOp);
const Vector<DrawDisplayListOp*>& children() { return mChildren; }
void refProperty(CanvasPropertyPrimitive* prop) {
mReferenceHolders.push(prop);
}
void refProperty(CanvasPropertyPaint* prop) {
mReferenceHolders.push(prop);
}
private:
Vector< sp<VirtualLightRefBase> > mReferenceHolders;
// list of children display lists for quick, non-drawing traversal
Vector<DrawDisplayListOp*> mChildren;
void cleanupResources();
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H