254 lines
7.0 KiB
C++
254 lines
7.0 KiB
C++
/*
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* Copyright (C) 2014 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 RENDERNODE_H
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#define RENDERNODE_H
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#ifndef LOG_TAG
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#define LOG_TAG "OpenGLRenderer"
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#endif
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#include <set>
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#include <vector>
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#include <SkCamera.h>
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#include <SkMatrix.h>
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#include <private/hwui/DrawGlInfo.h>
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#include <utils/KeyedVector.h>
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#include <utils/LinearAllocator.h>
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#include <utils/RefBase.h>
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#include <utils/SortedVector.h>
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#include <utils/String8.h>
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#include <utils/Vector.h>
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#include <cutils/compiler.h>
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#include <androidfw/ResourceTypes.h>
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#include "Debug.h"
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#include "Matrix.h"
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#include "DeferredDisplayList.h"
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#include "DisplayList.h"
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#include "RenderProperties.h"
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#include "TreeInfo.h"
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class SkBitmap;
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class SkPaint;
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class SkPath;
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class SkRegion;
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namespace android {
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namespace uirenderer {
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class DeferredDisplayList;
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class DisplayListOp;
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class DisplayListRenderer;
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class OpenGLRenderer;
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class Rect;
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class Layer;
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class SkiaShader;
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class ClipRectOp;
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class SaveLayerOp;
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class SaveOp;
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class RestoreToCountOp;
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class DrawDisplayListOp;
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/**
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* Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
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*
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* Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
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* functionality is split between DisplayListRenderer (which manages the recording), DisplayListData
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* (which holds the actual data), and DisplayList (which holds properties and performs playback onto
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* a renderer).
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*
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* Note that DisplayListData is swapped out from beneath an individual DisplayList when a view's
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* recorded stream of canvas operations is refreshed. The DisplayList (and its properties) stay
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* attached.
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*/
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class RenderNode : public VirtualLightRefBase {
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public:
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ANDROID_API RenderNode();
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ANDROID_API virtual ~RenderNode();
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// See flags defined in DisplayList.java
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enum ReplayFlag {
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kReplayFlag_ClipChildren = 0x1
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};
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ANDROID_API static void outputLogBuffer(int fd);
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ANDROID_API void setStagingDisplayList(DisplayListData* newData);
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void computeOrdering();
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void deferNodeTree(DeferStateStruct& deferStruct);
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void deferNodeInParent(DeferStateStruct& deferStruct, const int level);
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void replayNodeTree(ReplayStateStruct& replayStruct);
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void replayNodeInParent(ReplayStateStruct& replayStruct, const int level);
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ANDROID_API void output(uint32_t level = 1);
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bool isRenderable() const {
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return mDisplayListData && mDisplayListData->hasDrawOps;
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}
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const char* getName() const {
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return mName.string();
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}
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void setName(const char* name) {
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if (name) {
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char* lastPeriod = strrchr(name, '.');
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if (lastPeriod) {
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mName.setTo(lastPeriod + 1);
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} else {
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mName.setTo(name);
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}
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}
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}
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const RenderProperties& properties() {
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return mProperties;
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}
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RenderProperties& animatorProperties() {
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return mProperties;
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}
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const RenderProperties& stagingProperties() {
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return mStagingProperties;
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}
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RenderProperties& mutateStagingProperties() {
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mNeedsPropertiesSync = true;
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return mStagingProperties;
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}
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int getWidth() {
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return properties().getWidth();
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}
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int getHeight() {
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return properties().getHeight();
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}
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ANDROID_API virtual void prepareTree(TreeInfo& info);
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// UI thread only!
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ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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mStagingAnimators.insert(animator);
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mNeedsAnimatorsSync = true;
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}
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// UI thread only!
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ANDROID_API void removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
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mStagingAnimators.erase(animator);
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mNeedsAnimatorsSync = true;
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}
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private:
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typedef key_value_pair_t<float, DrawDisplayListOp*> ZDrawDisplayListOpPair;
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static size_t findNonNegativeIndex(const Vector<ZDrawDisplayListOpPair>& nodes) {
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for (size_t i = 0; i < nodes.size(); i++) {
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if (nodes[i].key >= 0.0f) return i;
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}
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return nodes.size();
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}
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enum ChildrenSelectMode {
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kNegativeZChildren,
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kPositiveZChildren
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};
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void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false);
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void computeOrderingImpl(DrawDisplayListOp* opState,
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const SkPath* outlineOfProjectionSurface,
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Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
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const mat4* transformFromProjectionSurface);
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template <class T>
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inline void setViewProperties(OpenGLRenderer& renderer, T& handler);
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void buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes);
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template<class T>
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inline void issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler);
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template <class T>
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inline void issueOperationsOf3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
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ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler);
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template <class T>
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inline void issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler);
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/**
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* Issue the RenderNode's operations into a handler, recursing for subtrees through
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* DrawDisplayListOp's defer() or replay() methods
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*/
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template <class T>
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inline void issueOperations(OpenGLRenderer& renderer, T& handler);
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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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void prepareTreeImpl(TreeInfo& info);
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void pushStagingChanges(TreeInfo& info);
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void evaluateAnimations(TreeInfo& info);
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void prepareSubTree(TreeInfo& info, DisplayListData* subtree);
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String8 mName;
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bool mNeedsPropertiesSync;
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RenderProperties mProperties;
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RenderProperties mStagingProperties;
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bool mNeedsDisplayListDataSync;
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DisplayListData* mDisplayListData;
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DisplayListData* mStagingDisplayListData;
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bool mNeedsAnimatorsSync;
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std::set< sp<BaseRenderNodeAnimator> > mStagingAnimators;
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std::vector< sp<BaseRenderNodeAnimator> > mAnimators;
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/**
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* Draw time state - these properties are only set and used during rendering
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*/
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// for projection surfaces, contains a list of all children items
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Vector<DrawDisplayListOp*> mProjectedNodes;
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}; // class RenderNode
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* RENDERNODE_H */
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