bug:18667472 Previously, we were allocating per-frame temporary paths within the PlaybackStateStruct, but these are not safe as layers allocate these transiently. Instead, move these to the OpenGLRenderer, which has better define lifecycle. Additionally, don't store SkPath objects directly in vector, since they are then subject to relocation. Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96
185 lines
4.9 KiB
C++
185 lines
4.9 KiB
C++
/*
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* Copyright (C) 2013 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_H
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#define ANDROID_HWUI_DISPLAY_LIST_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 <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 "RenderProperties.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 ClipRectOp;
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class SaveLayerOp;
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class SaveOp;
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class RestoreToCountOp;
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class DrawRenderNodeOp;
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/**
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* Holds data used in the playback a tree of DisplayLists.
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*/
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class PlaybackStateStruct {
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protected:
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PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
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: mRenderer(renderer)
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, mReplayFlags(replayFlags)
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, mAllocator(allocator) {}
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public:
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OpenGLRenderer& mRenderer;
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const int mReplayFlags;
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// Allocator with the lifetime of a single frame. replay uses an Allocator owned by the struct,
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// while defer shares the DeferredDisplayList's Allocator
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// TODO: move this allocator to be owned by object with clear frame lifecycle
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LinearAllocator * const mAllocator;
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SkPath* allocPathForFrame() {
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return mRenderer.allocPathForFrame();
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}
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};
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class DeferStateStruct : public PlaybackStateStruct {
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public:
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DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
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: PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)),
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mDeferredList(deferredList) {}
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DeferredDisplayList& mDeferredList;
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};
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class ReplayStateStruct : public PlaybackStateStruct {
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public:
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ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
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: PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
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mDirty(dirty), mDrawGlStatus(DrawGlInfo::kStatusDone) {}
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Rect& mDirty;
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status_t mDrawGlStatus;
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LinearAllocator mReplayAllocator;
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};
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/**
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* Data structure that holds the list of commands used in display list stream
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*/
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class DisplayListData {
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friend class DisplayListRenderer;
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public:
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struct Chunk {
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// range of included ops in DLD::displayListOps
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size_t beginOpIndex;
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size_t endOpIndex;
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// range of included children in DLD::mChildren
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size_t beginChildIndex;
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size_t endChildIndex;
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// whether children with non-zero Z in the chunk should be reordered
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bool reorderChildren;
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};
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DisplayListData();
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~DisplayListData();
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// pointers to all ops within display list, pointing into allocator data
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Vector<DisplayListOp*> displayListOps;
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// index of DisplayListOp restore, after which projected descendents should be drawn
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int projectionReceiveIndex;
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Vector<const SkBitmap*> bitmapResources;
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Vector<const SkBitmap*> ownedBitmapResources;
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Vector<const Res_png_9patch*> patchResources;
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Vector<const SkPaint*> paints;
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Vector<const SkPath*> paths;
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SortedVector<const SkPath*> sourcePaths;
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Vector<const SkRegion*> regions;
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Vector<Functor*> functors;
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const Vector<Chunk>& getChunks() const {
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return chunks;
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}
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size_t addChild(DrawRenderNodeOp* childOp);
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const Vector<DrawRenderNodeOp*>& children() { return mChildren; }
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void ref(VirtualLightRefBase* prop) {
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mReferenceHolders.push(prop);
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}
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size_t getUsedSize() {
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return allocator.usedSize();
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}
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bool isEmpty() {
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return !hasDrawOps;
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}
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private:
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Vector< sp<VirtualLightRefBase> > mReferenceHolders;
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// list of children display lists for quick, non-drawing traversal
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Vector<DrawRenderNodeOp*> mChildren;
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Vector<Chunk> chunks;
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// allocator into which all ops were allocated
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LinearAllocator allocator;
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bool hasDrawOps;
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void cleanupResources();
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};
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_OPENGL_RENDERER_H
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