f533e94703
For now, ancestor views signal the acceptance of projections with a save(0x20)/restore pair. During the order traversal, each view with the save(0x20) code will collect descendent views with mProjectToContainedVolume (which still needs to be renamed) so that they can be drawn out of order later. - *Temporary* sample code added to HwAccelerationTest. - Note that a projected displaylist must not be clipped. Change-Id: I45c493e845961535b958d59c53e8aff3f8891d9f
410 lines
14 KiB
C++
410 lines
14 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 <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkPath.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 "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 4096
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#define OP_MAY_BE_SKIPPED_MASK 0xff000000
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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 DisplayListRenderer;
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class DisplayListOp;
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class DrawOp;
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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 DisplayListRenderer: public OpenGLRenderer {
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public:
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ANDROID_API DisplayListRenderer();
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virtual ~DisplayListRenderer();
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ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
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virtual bool isRecording() const { return true; }
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// ----------------------------------------------------------------------------
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// Frame state operations
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// ----------------------------------------------------------------------------
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virtual void setViewport(int width, int height);
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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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int alpha, SkXfermode::Mode mode, int flags);
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// Matrix
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virtual void translate(float dx, float dy, float dz);
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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 - should be implemented with SkPaint inspection
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virtual void resetShader();
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virtual void setupShader(SkiaShader* shader);
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virtual void resetColorFilter();
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virtual void setupColorFilter(SkiaColorFilter* filter);
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virtual void resetShadow();
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virtual void setupShadow(float radius, float dx, float dy, int color);
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virtual void resetPaintFilter();
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virtual void setupPaintFilter(int clearBits, int setBits);
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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, float left, float top,
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const SkPaint* paint);
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virtual status_t drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix,
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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, float left, float top,
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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 drawCircle(float x, float y, float radius, const SkPaint* 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 drawDisplayList(DisplayList* displayList, Rect& dirty,
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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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// ----------------------------------------------------------------------------
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// DisplayList / resource management
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// ----------------------------------------------------------------------------
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ANDROID_API void reset();
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sp<DisplayListData> getDisplayListData() const {
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return mDisplayListData;
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}
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const Vector<const SkBitmap*>& getBitmapResources() const {
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return mBitmapResources;
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}
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const Vector<const SkBitmap*>& getOwnedBitmapResources() const {
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return mOwnedBitmapResources;
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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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const Vector<const Res_png_9patch*>& getPatchResources() const {
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return mPatchResources;
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}
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const Vector<SkiaShader*>& getShaders() const {
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return mShaders;
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}
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const Vector<const SkPaint*>& getPaints() const {
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return mPaints;
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}
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const Vector<const SkPath*>& getPaths() const {
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return mPaths;
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}
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const SortedVector<const SkPath*>& getSourcePaths() const {
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return mSourcePaths;
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}
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const Vector<const SkRegion*>& getRegions() const {
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return mRegions;
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}
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const Vector<Layer*>& getLayers() const {
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return mLayers;
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}
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const Vector<const SkMatrix*>& getMatrices() const {
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return mMatrices;
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}
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uint32_t getFunctorCount() const {
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return mFunctorCount;
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}
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protected:
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virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored);
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private:
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void insertRestoreToCount();
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void insertTranslate();
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LinearAllocator& alloc() { return mDisplayListData->allocator; }
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void addStateOp(StateOp* op);
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void addDrawOp(DrawOp* op);
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void addOpInternal(DisplayListOp* op) {
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insertRestoreToCount();
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insertTranslate();
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mDisplayListData->displayListOps.add(op);
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}
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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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mPaths.add(pathCopy);
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}
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if (mSourcePaths.indexOf(path) < 0) {
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mCaches.resourceCache.incrementRefcount(path);
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mSourcePaths.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) {
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return paint;
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}
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const 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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// replaceValueFor() performs an add if the entry doesn't exist
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mPaintMap.replaceValueFor(paint, paintCopy);
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mPaints.add(paintCopy);
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}
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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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mRegions.add(regionCopy);
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}
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return regionCopy;
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}
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inline const SkMatrix* refMatrix(const SkMatrix* matrix) {
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if (matrix) {
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// Copying the matrix is cheap and prevents against the user changing
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// the original matrix before the operation that uses it
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const SkMatrix* copy = new SkMatrix(*matrix);
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mMatrices.add(copy);
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return copy;
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}
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return matrix;
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}
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inline Layer* refLayer(Layer* layer) {
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mLayers.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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mBitmapResources.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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mOwnedBitmapResources.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 SkiaShader* refShader(SkiaShader* shader) {
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if (!shader) return NULL;
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SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
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// TODO: We also need to handle generation ID changes in compose shaders
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if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
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shaderCopy = shader->copy();
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// replaceValueFor() performs an add if the entry doesn't exist
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mShaderMap.replaceValueFor(shader, shaderCopy);
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mShaders.add(shaderCopy);
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mCaches.resourceCache.incrementRefcount(shaderCopy);
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}
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return shaderCopy;
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}
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inline SkiaColorFilter* refColorFilter(SkiaColorFilter* colorFilter) {
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mFilterResources.add(colorFilter);
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mCaches.resourceCache.incrementRefcount(colorFilter);
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return colorFilter;
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}
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inline const Res_png_9patch* refPatch(const Res_png_9patch* patch) {
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mPatchResources.add(patch);
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mCaches.resourceCache.incrementRefcount(patch);
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return patch;
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}
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// TODO: move these to DisplayListData
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Vector<const SkBitmap*> mBitmapResources;
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Vector<const SkBitmap*> mOwnedBitmapResources;
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Vector<SkiaColorFilter*> mFilterResources;
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Vector<const Res_png_9patch*> mPatchResources;
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Vector<const SkPaint*> mPaints;
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DefaultKeyedVector<const SkPaint*, const SkPaint*> mPaintMap;
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Vector<const SkPath*> mPaths;
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DefaultKeyedVector<const SkPath*, const SkPath*> mPathMap;
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SortedVector<const SkPath*> mSourcePaths;
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Vector<const SkRegion*> mRegions;
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DefaultKeyedVector<const SkRegion*, const SkRegion*> mRegionMap;
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Vector<SkiaShader*> mShaders;
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DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
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Vector<const SkMatrix*> mMatrices;
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Vector<Layer*> mLayers;
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int mRestoreSaveCount;
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Caches& mCaches;
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sp<DisplayListData> mDisplayListData;
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float mTranslateX;
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float mTranslateY;
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bool mHasTranslate;
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bool mHasDrawOps;
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uint32_t mFunctorCount;
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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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