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/*
* Copyright (C) 2010 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_RENDERER_H
#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#include <SkChunkAlloc.h>
#include <SkFlattenable.h>
#include <SkMatrix.h>
#include <SkCamera.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <SkRefCnt.h>
#include <SkTDArray.h>
#include <SkTSearch.h>
#include <cutils/compiler.h>
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 4096
#define OP_MAY_BE_SKIPPED_MASK 0xff000000
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
// Set to 1 to enable native processing of View properties. 0 by default. Eventually this
// will go away and we will always use this approach for accelerated apps.
#define USE_DISPLAY_LIST_PROPERTIES 1
#define TRANSLATION 0x0001
#define ROTATION 0x0002
#define ROTATION_3D 0x0004
#define SCALE 0x0008
#define PIVOT 0x0010
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DisplayListRenderer;
/**
* Replays recorded drawing commands.
*/
class DisplayList {
public:
DisplayList(const DisplayListRenderer& recorder);
ANDROID_API ~DisplayList();
// IMPORTANT: Update the intialization of OP_NAMES in the .cpp file
// when modifying this file
enum Op {
// Non-drawing operations
Save = 0,
Restore,
RestoreToCount,
SaveLayer,
SaveLayerAlpha,
Translate,
Rotate,
Scale,
Skew,
SetMatrix,
ConcatMatrix,
ClipRect,
// Drawing operations
DrawDisplayList,
DrawLayer,
DrawBitmap,
DrawBitmapMatrix,
DrawBitmapRect,
DrawBitmapMesh,
DrawPatch,
DrawColor,
DrawRect,
DrawRoundRect,
DrawCircle,
DrawOval,
DrawArc,
DrawPath,
DrawLines,
DrawPoints,
DrawText,
DrawTextOnPath,
DrawPosText,
ResetShader,
SetupShader,
ResetColorFilter,
SetupColorFilter,
ResetShadow,
SetupShadow,
ResetPaintFilter,
SetupPaintFilter,
DrawGLFunction,
};
// See flags defined in DisplayList.java
enum ReplayFlag {
kReplayFlag_ClipChildren = 0x1
};
static const char* OP_NAMES[];
void setViewProperties(OpenGLRenderer& renderer, uint32_t width, uint32_t height,
uint32_t level);
void outputViewProperties(OpenGLRenderer& renderer, char* indent);
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);
status_t replay(OpenGLRenderer& renderer, uint32_t width, uint32_t height,
Rect& dirty, int32_t flags, uint32_t level = 0);
void output(OpenGLRenderer& renderer, uint32_t level = 0);
void setRenderable(bool renderable) {
mIsRenderable = renderable;
}
bool isRenderable() const {
return mIsRenderable;
}
void setName(const char* name) {
if (name) {
mName.setTo(name);
}
}
void setClipChildren(bool clipChildren) {
mClipChildren = clipChildren;
}
void setStaticMatrix(SkMatrix* matrix) {
delete mStaticMatrix;
mStaticMatrix = new SkMatrix(*matrix);
}
void setAnimationMatrix(SkMatrix* matrix) {
delete mAnimationMatrix;
if (matrix) {
mAnimationMatrix = new SkMatrix(*matrix);
} else {
mAnimationMatrix = NULL;
}
}
void setAlpha(float alpha) {
if (alpha != mAlpha) {
mAlpha = alpha;
mMultipliedAlpha = (int)(255 * alpha);
}
}
void setTranslationX(float translationX) {
if (translationX != mTranslationX) {
mTranslationX = translationX;
mMatrixDirty = true;
if (ALMOST_EQUAL(mTranslationX, 0) && ALMOST_EQUAL(mTranslationY, 0)) {
mMatrixFlags &= ~TRANSLATION;
} else {
mMatrixFlags |= TRANSLATION;
}
}
}
void setTranslationY(float translationY) {
if (translationY != mTranslationY) {
mTranslationY = translationY;
mMatrixDirty = true;
if (ALMOST_EQUAL(mTranslationX, 0) && ALMOST_EQUAL(mTranslationY, 0)) {
mMatrixFlags &= ~TRANSLATION;
} else {
mMatrixFlags |= TRANSLATION;
}
}
}
void setRotation(float rotation) {
if (rotation != mRotation) {
mRotation = rotation;
mMatrixDirty = true;
if (ALMOST_EQUAL(mRotation, 0)) {
mMatrixFlags &= ~ROTATION;
} else {
mMatrixFlags |= ROTATION;
}
}
}
void setRotationX(float rotationX) {
if (rotationX != mRotationX) {
mRotationX = rotationX;
mMatrixDirty = true;
if (ALMOST_EQUAL(mRotationX, 0) && ALMOST_EQUAL(mRotationY, 0)) {
mMatrixFlags &= ~ROTATION_3D;
} else {
mMatrixFlags |= ROTATION_3D;
}
}
}
void setRotationY(float rotationY) {
if (rotationY != mRotationY) {
mRotationY = rotationY;
mMatrixDirty = true;
if (ALMOST_EQUAL(mRotationX, 0) && ALMOST_EQUAL(mRotationY, 0)) {
mMatrixFlags &= ~ROTATION_3D;
} else {
mMatrixFlags |= ROTATION_3D;
}
}
}
void setScaleX(float scaleX) {
if (scaleX != mScaleX) {
mScaleX = scaleX;
mMatrixDirty = true;
if (ALMOST_EQUAL(mScaleX, 1) && ALMOST_EQUAL(mScaleY, 1)) {
mMatrixFlags &= ~SCALE;
} else {
mMatrixFlags |= SCALE;
}
}
}
void setScaleY(float scaleY) {
if (scaleY != mScaleY) {
mScaleY = scaleY;
mMatrixDirty = true;
if (ALMOST_EQUAL(mScaleX, 1) && ALMOST_EQUAL(mScaleY, 1)) {
mMatrixFlags &= ~SCALE;
} else {
mMatrixFlags |= SCALE;
}
}
}
void setPivotX(float pivotX) {
mPivotX = pivotX;
mMatrixDirty = true;
if (ALMOST_EQUAL(mPivotX, 0) && ALMOST_EQUAL(mPivotY, 0)) {
mMatrixFlags &= ~PIVOT;
} else {
mMatrixFlags |= PIVOT;
}
mPivotExplicitlySet = true;
}
void setPivotY(float pivotY) {
mPivotY = pivotY;
mMatrixDirty = true;
if (ALMOST_EQUAL(mPivotX, 0) && ALMOST_EQUAL(mPivotY, 0)) {
mMatrixFlags &= ~PIVOT;
} else {
mMatrixFlags |= PIVOT;
}
mPivotExplicitlySet = true;
}
void setCameraDistance(float distance) {
if (distance != mCameraDistance) {
mCameraDistance = distance;
mMatrixDirty = true;
if (!mTransformCamera) {
mTransformCamera = new Sk3DView();
mTransformMatrix3D = new SkMatrix();
}
mTransformCamera->setCameraLocation(0, 0, distance);
}
}
void setLeft(int left) {
if (left != mLeft) {
mLeft = left;
mWidth = mRight - mLeft;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setTop(int top) {
if (top != mTop) {
mTop = top;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setRight(int right) {
if (right != mRight) {
mRight = right;
mWidth = mRight - mLeft;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setBottom(int bottom) {
if (bottom != mBottom) {
mBottom = bottom;
mHeight = mBottom - mTop;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
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(int offset) {
if (offset != 0) {
mLeft += offset;
mRight += offset;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void offsetTopBottom(int offset) {
if (offset != 0) {
mTop += offset;
mBottom += offset;
if (mMatrixFlags > TRANSLATION && !mPivotExplicitlySet) {
mMatrixDirty = true;
}
}
}
void setCaching(bool caching) {
mCaching = caching;
}
private:
void init();
void initProperties();
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;
};
SkBitmap* getBitmap() {
return (SkBitmap*) getInt();
}
SkiaShader* getShader() {
return (SkiaShader*) getInt();
}
SkiaColorFilter* getColorFilter() {
return (SkiaColorFilter*) getInt();
}
inline int32_t getIndex() {
return mReader.readInt();
}
inline int32_t getInt() {
return mReader.readInt();
}
inline uint32_t getUInt() {
return mReader.readU32();
}
SkMatrix* getMatrix() {
return (SkMatrix*) getInt();
}
SkPath* getPath() {
return (SkPath*) getInt();
}
SkPaint* getPaint(OpenGLRenderer& renderer) {
return renderer.filterPaint((SkPaint*) getInt());
}
DisplayList* getDisplayList() {
return (DisplayList*) getInt();
}
inline float getFloat() {
return mReader.readScalar();
}
int32_t* getInts(uint32_t& count) {
count = getInt();
return (int32_t*) mReader.skip(count * sizeof(int32_t));
}
uint32_t* getUInts(int8_t& count) {
count = getInt();
return (uint32_t*) mReader.skip(count * sizeof(uint32_t));
}
float* getFloats(int32_t& count) {
count = getInt();
return (float*) mReader.skip(count * sizeof(float));
}
void getText(TextContainer* text) {
size_t length = text->mByteLength = getInt();
text->mText = (const char*) mReader.skip(length);
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
Vector<SkPath*> mPaths;
Vector<SkMatrix*> mMatrices;
Vector<SkiaShader*> mShaders;
mutable SkFlattenableReadBuffer mReader;
size_t mSize;
bool mIsRenderable;
String8 mName;
// View properties
bool mClipChildren;
float mAlpha;
int mMultipliedAlpha;
float mTranslationX, mTranslationY;
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;
bool mCaching;
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
ANDROID_API DisplayListRenderer();
virtual ~DisplayListRenderer();
ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
virtual void setViewport(int width, int height);
virtual void prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
virtual status_t callDrawGLFunction(Functor *functor, Rect& dirty);
virtual void interrupt();
virtual void resume();
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
SkPaint* p, int flags);
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual status_t drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height,
Rect& dirty, int32_t flags, uint32_t level = 0);
virtual void drawLayer(Layer* layer, float x, float y, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawColor(int color, SkXfermode::Mode mode);
virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual void drawCircle(float x, float y, float radius, SkPaint* paint);
virtual void drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual void drawPath(SkPath* path, SkPaint* paint);
virtual void drawLines(float* points, int count, SkPaint* paint);
virtual void drawPoints(float* points, int count, SkPaint* paint);
virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
SkPaint* paint, float length = -1.0f);
virtual void drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual void drawPosText(const char* text, int bytesCount, int count, const float* positions,
SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
ANDROID_API void reset();
const SkWriter32& writeStream() const {
return mWriter;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
const Vector<SkiaShader*>& getShaders() const {
return mShaders;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkPath*>& getPaths() const {
return mPaths;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
private:
void insertRestoreToCount() {
if (mRestoreSaveCount >= 0) {
mWriter.writeInt(DisplayList::RestoreToCount);
addInt(mRestoreSaveCount);
mRestoreSaveCount = -1;
}
}
void insertTranlate() {
if (mHasTranslate) {
if (mTranslateX != 0.0f || mTranslateY != 0.0f) {
mWriter.writeInt(DisplayList::Translate);
addPoint(mTranslateX, mTranslateY);
mTranslateX = mTranslateY = 0.0f;
}
mHasTranslate = false;
}
}
inline void addOp(const DisplayList::Op drawOp) {
insertRestoreToCount();
insertTranlate();
mWriter.writeInt(drawOp);
mHasDrawOps = mHasDrawOps || drawOp >= DisplayList::DrawDisplayList;
}
uint32_t* addOp(const DisplayList::Op drawOp, const bool reject) {
insertRestoreToCount();
insertTranlate();
mHasDrawOps = mHasDrawOps || drawOp >= DisplayList::DrawDisplayList;
if (reject) {
mWriter.writeInt(OP_MAY_BE_SKIPPED_MASK | drawOp);
mWriter.writeInt(0xdeaddead);
mBufferSize = mWriter.size();
return mWriter.peek32(mBufferSize - sizeof(int32_t));
}
mWriter.writeInt(drawOp);
return NULL;
}
inline void addSkip(uint32_t* location) {
if (location) {
*location = (int32_t) (mWriter.size() - mBufferSize);
}
}
inline void addInt(int32_t value) {
mWriter.writeInt(value);
}
inline void addSize(uint32_t w, uint32_t h) {
mWriter.writeInt(w);
mWriter.writeInt(h);
}
void addInts(const int32_t* values, uint32_t count) {
mWriter.writeInt(count);
for (uint32_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
void addUInts(const uint32_t* values, int8_t count) {
mWriter.writeInt(count);
for (int8_t i = 0; i < count; i++) {
mWriter.writeInt(values[i]);
}
}
inline void addFloat(float value) {
mWriter.writeScalar(value);
}
void addFloats(const float* values, int32_t count) {
mWriter.writeInt(count);
for (int32_t i = 0; i < count; i++) {
mWriter.writeScalar(values[i]);
}
}
inline void addPoint(float x, float y) {
mWriter.writeScalar(x);
mWriter.writeScalar(y);
}
inline void addBounds(float left, float top, float right, float bottom) {
mWriter.writeScalar(left);
mWriter.writeScalar(top);
mWriter.writeScalar(right);
mWriter.writeScalar(bottom);
}
inline void addText(const void* text, size_t byteLength) {
mWriter.writeInt(byteLength);
mWriter.writePad(text, byteLength);
}
inline void addPath(SkPath* path) {
if (!path) {
addInt((int) NULL);
return;
}
SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
pathCopy = new SkPath(*path);
pathCopy->setSourcePath(path);
// replaceValueFor() performs an add if the entry doesn't exist
mPathMap.replaceValueFor(path, pathCopy);
mPaths.add(pathCopy);
}
addInt((int) pathCopy);
}
inline void addPaint(SkPaint* paint) {
if (!paint) {
addInt((int) NULL);
return;
}
SkPaint* paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
// replaceValueFor() performs an add if the entry doesn't exist
mPaintMap.replaceValueFor(paint, paintCopy);
mPaints.add(paintCopy);
}
addInt((int) paintCopy);
}
inline void addDisplayList(DisplayList* displayList) {
// TODO: To be safe, the display list should be ref-counted in the
// resources cache, but we rely on the caller (UI toolkit) to
// do the right thing for now
addInt((int) displayList);
}
inline void addMatrix(SkMatrix* matrix) {
// Copying the matrix is cheap and prevents against the user changing the original
// matrix before the operation that uses it
SkMatrix* copy = new SkMatrix(*matrix);
addInt((int) copy);
mMatrices.add(copy);
}
inline void addBitmap(SkBitmap* bitmap) {
// Note that this assumes the bitmap is immutable. There are cases this won't handle
// correctly, such as creating the bitmap from scratch, drawing with it, changing its
// contents, and drawing again. The only fix would be to always copy it the first time,
// which doesn't seem worth the extra cycles for this unlikely case.
addInt((int) bitmap);
mBitmapResources.add(bitmap);
Caches::getInstance().resourceCache.incrementRefcount(bitmap);
}
inline void addShader(SkiaShader* shader) {
if (!shader) {
addInt((int) NULL);
return;
}
SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
// TODO: We also need to handle generation ID changes in compose shaders
if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
shaderCopy = shader->copy();
// replaceValueFor() performs an add if the entry doesn't exist
mShaderMap.replaceValueFor(shader, shaderCopy);
mShaders.add(shaderCopy);
Caches::getInstance().resourceCache.incrementRefcount(shaderCopy);
}
addInt((int) shaderCopy);
}
inline void addColorFilter(SkiaColorFilter* colorFilter) {
addInt((int) colorFilter);
mFilterResources.add(colorFilter);
Caches::getInstance().resourceCache.incrementRefcount(colorFilter);
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
Vector<SkPath*> mPaths;
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
Vector<SkiaShader*> mShaders;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Vector<SkMatrix*> mMatrices;
SkWriter32 mWriter;
uint32_t mBufferSize;
int mRestoreSaveCount;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
bool mHasDrawOps;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H