Chris Craik f57776b2d1 3d view system!
True 3d transformations are now supported by DisplayLists and the
renderer, initially with the translationZ property on view.

Renderer operations used directly by DisplayList (formerly,
clip/save/restore/saveLayer) are now more simply managed by allocating
them temporarily on the handler's allocator, which exists for a single
frame. This is much simpler than continuing to expand the pool of
pre-allocated DisplayListOps now that more operations are called
directly by DisplayList, especially with z ordered drawing.

Still TODO:
-APIs for camera positioning, shadows
-Make Z apis public, and expose through XML
-Make invalidation / input 3d aware

Change-Id: I95fe6fa03f9b6ddd34a7e0c6ec8dd9fe47c6c6eb
2013-12-12 10:18:23 -08:00

609 lines
16 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"
#define TRANSLATION 0x0001
#define ROTATION 0x0002
#define ROTATION_3D 0x0004
#define SCALE 0x0008
#define PIVOT 0x0010
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 SkiaColorFilter;
class SkiaShader;
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;
};
/**
* Refcounted structure that holds the list of commands used in display list stream.
*/
class DisplayListData : public LightRefBase<DisplayListData> {
public:
// allocator into which all ops were allocated
LinearAllocator allocator;
// pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
// list of children display lists for quick, non-drawing traversal
Vector<DrawDisplayListOp*> children;
};
/**
* Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
*
* Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
* functionality is split between DisplayListRenderer (which manages the recording), DisplayListData
* (which holds the actual data), and DisplayList (which holds properties and performs playback onto
* a renderer).
*
* Note that DisplayListData is swapped out from beneath an individual DisplayList when a view's
* recorded stream of canvas operations is refreshed. The DisplayList (and its properties) stay
* attached.
*/
class DisplayList {
public:
DisplayList(const DisplayListRenderer& recorder);
ANDROID_API ~DisplayList();
// See flags defined in DisplayList.java
enum ReplayFlag {
kReplayFlag_ClipChildren = 0x1
};
ANDROID_API size_t getSize();
ANDROID_API static void destroyDisplayListDeferred(DisplayList* displayList);
ANDROID_API static void outputLogBuffer(int fd);
void initFromDisplayListRenderer(const DisplayListRenderer& recorder, bool reusing = false);
void computeOrdering();
void defer(DeferStateStruct& deferStruct, const int level);
void replay(ReplayStateStruct& replayStruct, const int level);
void output(uint32_t level = 0);
ANDROID_API void reset();
void setRenderable(bool renderable) {
mIsRenderable = renderable;
}
bool isRenderable() const {
return mIsRenderable;
}
void setName(const char* name) {
if (name) {
char* lastPeriod = strrchr(name, '.');
if (lastPeriod) {
mName.setTo(lastPeriod + 1);
} else {
mName.setTo(name);
}
}
}
const char* getName() const {
return mName.string();
}
void setClipToBounds(bool clipToBounds) {
mClipToBounds = clipToBounds;
}
void setStaticMatrix(SkMatrix* matrix) {
delete mStaticMatrix;
mStaticMatrix = new SkMatrix(*matrix);
}
// Can return NULL
SkMatrix* getStaticMatrix() {
return mStaticMatrix;
}
void setAnimationMatrix(SkMatrix* matrix) {
delete mAnimationMatrix;
if (matrix) {
mAnimationMatrix = new SkMatrix(*matrix);
} else {
mAnimationMatrix = NULL;
}
}
void setAlpha(float alpha) {
alpha = fminf(1.0f, fmaxf(0.0f, alpha));
if (alpha != mAlpha) {
mAlpha = alpha;
}
}
float getAlpha() const {
return mAlpha;
}
void setHasOverlappingRendering(bool hasOverlappingRendering) {
mHasOverlappingRendering = hasOverlappingRendering;
}
bool hasOverlappingRendering() const {
return mHasOverlappingRendering;
}
void setTranslationX(float translationX) {
if (translationX != mTranslationX) {
mTranslationX = translationX;
onTranslationUpdate();
}
}
float getTranslationX() const {
return mTranslationX;
}
void setTranslationY(float translationY) {
if (translationY != mTranslationY) {
mTranslationY = translationY;
onTranslationUpdate();
}
}
float getTranslationY() const {
return mTranslationY;
}
void setTranslationZ(float translationZ) {
if (translationZ != mTranslationZ) {
mTranslationZ = translationZ;
onTranslationUpdate();
}
}
float getTranslationZ() const {
return mTranslationZ;
}
void setRotation(float rotation) {
if (rotation != mRotation) {
mRotation = rotation;
mMatrixDirty = true;
if (mRotation == 0.0f) {
mMatrixFlags &= ~ROTATION;
} else {
mMatrixFlags |= ROTATION;
}
}
}
float getRotation() const {
return mRotation;
}
void setRotationX(float rotationX) {
if (rotationX != mRotationX) {
mRotationX = rotationX;
mMatrixDirty = true;
if (mRotationX == 0.0f && mRotationY == 0.0f) {
mMatrixFlags &= ~ROTATION_3D;
} else {
mMatrixFlags |= ROTATION_3D;
}
}
}
float getRotationX() const {
return mRotationX;
}
void setRotationY(float rotationY) {
if (rotationY != mRotationY) {
mRotationY = rotationY;
mMatrixDirty = true;
if (mRotationX == 0.0f && mRotationY == 0.0f) {
mMatrixFlags &= ~ROTATION_3D;
} else {
mMatrixFlags |= ROTATION_3D;
}
}
}
float getRotationY() const {
return mRotationY;
}
void setScaleX(float scaleX) {
if (scaleX != mScaleX) {
mScaleX = scaleX;
mMatrixDirty = true;
if (mScaleX == 1.0f && mScaleY == 1.0f) {
mMatrixFlags &= ~SCALE;
} else {
mMatrixFlags |= SCALE;
}
}
}
float getScaleX() const {
return mScaleX;
}
void setScaleY(float scaleY) {
if (scaleY != mScaleY) {
mScaleY = scaleY;
mMatrixDirty = true;
if (mScaleX == 1.0f && mScaleY == 1.0f) {
mMatrixFlags &= ~SCALE;
} else {
mMatrixFlags |= SCALE;
}
}
}
float getScaleY() const {
return mScaleY;
}
void setPivotX(float pivotX) {
mPivotX = pivotX;
mMatrixDirty = true;
if (mPivotX == 0.0f && mPivotY == 0.0f) {
mMatrixFlags &= ~PIVOT;
} else {
mMatrixFlags |= PIVOT;
}
mPivotExplicitlySet = true;
}
ANDROID_API float getPivotX();
void setPivotY(float pivotY) {
mPivotY = pivotY;
mMatrixDirty = true;
if (mPivotX == 0.0f && mPivotY == 0.0f) {
mMatrixFlags &= ~PIVOT;
} else {
mMatrixFlags |= PIVOT;
}
mPivotExplicitlySet = true;
}
ANDROID_API float getPivotY();
void setCameraDistance(float distance) {
if (distance != mCameraDistance) {
mCameraDistance = distance;
mMatrixDirty = true;
if (!mTransformCamera) {
mTransformCamera = new Sk3DView();
mTransformMatrix3D = new SkMatrix();
}
mTransformCamera->setCameraLocation(0, 0, distance);
}
}
float getCameraDistance() const {
return mCameraDistance;
}
void setLeft(int left) {
if (left != mLeft) {
mLeft = left;
mWidth = mRight - mLeft;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
float getLeft() const {
return mLeft;
}
void setTop(int top) {
if (top != mTop) {
mTop = top;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
float getTop() const {
return mTop;
}
void setRight(int right) {
if (right != mRight) {
mRight = right;
mWidth = mRight - mLeft;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
float getRight() const {
return mRight;
}
void setBottom(int bottom) {
if (bottom != mBottom) {
mBottom = bottom;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
float getBottom() const {
return mBottom;
}
void setLeftTop(int left, int top) {
if (left != mLeft || top != mTop) {
mLeft = left;
mTop = top;
mWidth = mRight - mLeft;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setLeftTopRightBottom(int left, int top, int right, int bottom) {
if (left != mLeft || top != mTop || right != mRight || bottom != mBottom) {
mLeft = left;
mTop = top;
mRight = right;
mBottom = bottom;
mWidth = mRight - mLeft;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void offsetLeftRight(float offset) {
if (offset != 0) {
mLeft += offset;
mRight += offset;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void offsetTopBottom(float offset) {
if (offset != 0) {
mTop += offset;
mBottom += offset;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setCaching(bool caching) {
mCaching = caching;
}
int getWidth() {
return mWidth;
}
int getHeight() {
return mHeight;
}
private:
enum ChildrenSelectMode {
kNegativeZChildren,
kPositiveZChildren
};
void onTranslationUpdate() {
mMatrixDirty = true;
if (mTranslationX == 0.0f && mTranslationY == 0.0f && mTranslationZ == 0.0f) {
mMatrixFlags &= ~TRANSLATION;
} else {
mMatrixFlags |= TRANSLATION;
}
}
void outputViewProperties(const int level);
void applyViewPropertyTransforms(mat4& matrix);
void computeOrderingImpl(DrawDisplayListOp* opState,
KeyedVector<float, Vector<DrawDisplayListOp*> >* compositedChildrenOf3dRoot,
const mat4* transformFromRoot);
template <class T>
inline void setViewProperties(OpenGLRenderer& renderer, T& handler, const int level);
template <class T>
inline void iterate3dChildren(ChildrenSelectMode mode, OpenGLRenderer& renderer,
T& handler, const int level);
template <class T>
inline void iterate(OpenGLRenderer& renderer, T& handler, const int level);
void init();
void clearResources();
void updateMatrix();
class TextContainer {
public:
size_t length() const {
return mByteLength;
}
const char* text() const {
return (const char*) mText;
}
size_t mByteLength;
const char* mText;
};
Vector<SkBitmap*> mBitmapResources;
Vector<SkBitmap*> mOwnedBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<Res_png_9patch*> mPatchResources;
Vector<SkPaint*> mPaints;
Vector<SkPath*> mPaths;
SortedVector<SkPath*> mSourcePaths;
Vector<SkRegion*> mRegions;
Vector<SkMatrix*> mMatrices;
Vector<SkiaShader*> mShaders;
Vector<Layer*> mLayers;
sp<DisplayListData> mDisplayListData;
size_t mSize;
bool mIsRenderable;
uint32_t mFunctorCount;
String8 mName;
bool mDestroyed; // used for debugging crash, TODO: remove once invalid state crash fixed
// View properties
bool mClipToBounds;
float mAlpha;
bool mHasOverlappingRendering;
float mTranslationX, mTranslationY, mTranslationZ;
float mRotation, mRotationX, mRotationY;
float mScaleX, mScaleY;
float mPivotX, mPivotY;
float mCameraDistance;
int mLeft, mTop, mRight, mBottom;
int mWidth, mHeight;
int mPrevWidth, mPrevHeight;
bool mPivotExplicitlySet;
bool mMatrixDirty;
bool mMatrixIsIdentity;
uint32_t mMatrixFlags;
SkMatrix* mTransformMatrix;
Sk3DView* mTransformCamera;
SkMatrix* mTransformMatrix3D;
SkMatrix* mStaticMatrix;
SkMatrix* mAnimationMatrix;
Matrix4 mTransform;
bool mCaching;
bool mIs3dRoot;
/**
* Draw time state - these properties are only set and used during rendering
*/
// for 3d roots, contains a z sorted list of all children items
KeyedVector<float, Vector<DrawDisplayListOp*> > m3dNodes; // TODO: good data structure
}; // class DisplayList
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H