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author Chris Craik <ccraik@google.com> 2014-06-20 15:03:43 -0700
committer Chris Craik <ccraik@google.com> 2014-06-20 16:18:58 -0700
commit80d4902196899d1325cd9f52c06ae0174cf9bd4c (patch)
tree659794797f8161ca9580fc17cc5c44bbbe3c304e /libs/hwui/RenderNode.cpp
parent6b2df21ecacfa6826a85cabdf8d6fe0e81fe11d9 (diff)
Wrap ViewGroup content in save/restore to protect composited children
bug:15570351 Pos Z composited children are drawn before the primary restore for a RenderNode. This means that without an additional save/restore (which wraps the content) they aren't protected from transformations/clips that happen within the ViewGroup's DisplayList. Also changes RenderNode to use OpenGLRenderer tag for displaylist dumping consistency, and simplifies the entry points into RenderNode drawing, since the distinction between tree root vs tree internal is no longer important. Change-Id: I2621eba0592c74d71f85a91a4ab3d0da2d7468d3
Diffstat (limited to 'libs/hwui/RenderNode.cpp')
-rw-r--r--libs/hwui/RenderNode.cpp64
1 files changed, 38 insertions, 26 deletions
diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
index 378183a7cb5a..f0eca3c27c59 100644
--- a/libs/hwui/RenderNode.cpp
+++ b/libs/hwui/RenderNode.cpp
@@ -15,7 +15,7 @@
*/
#define ATRACE_TAG ATRACE_TAG_VIEW
-#define LOG_TAG "RenderNode"
+#define LOG_TAG "OpenGLRenderer"
#include "RenderNode.h"
@@ -523,15 +523,7 @@ private:
const int mLevel;
};
-void RenderNode::deferNodeTree(DeferStateStruct& deferStruct) {
- DeferOperationHandler handler(deferStruct, 0);
- if (MathUtils::isPositive(properties().getZ())) {
- issueDrawShadowOperation(Matrix4::identity(), handler);
- }
- issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
-}
-
-void RenderNode::deferNodeInParent(DeferStateStruct& deferStruct, const int level) {
+void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
DeferOperationHandler handler(deferStruct, level);
issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
}
@@ -561,15 +553,7 @@ private:
const int mLevel;
};
-void RenderNode::replayNodeTree(ReplayStateStruct& replayStruct) {
- ReplayOperationHandler handler(replayStruct, 0);
- if (MathUtils::isPositive(properties().getZ())) {
- issueDrawShadowOperation(Matrix4::identity(), handler);
- }
- issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
-}
-
-void RenderNode::replayNodeInParent(ReplayStateStruct& replayStruct, const int level) {
+void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
ReplayOperationHandler handler(replayStruct, level);
issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
}
@@ -628,6 +612,36 @@ void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T&
handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
}
+template <class T>
+int RenderNode::issueOperationsOfNegZChildren(
+ const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
+ OpenGLRenderer& renderer, T& handler) {
+ if (zTranslatedNodes.isEmpty()) return -1;
+
+ // create a save around the body of the ViewGroup's draw method, so that
+ // matrix/clip methods don't affect composited children
+ int shadowSaveCount = renderer.getSaveCount();
+ handler(new (handler.allocator()) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
+ return shadowSaveCount;
+}
+
+template <class T>
+void RenderNode::issueOperationsOfPosZChildren(int shadowRestoreTo,
+ const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
+ OpenGLRenderer& renderer, T& handler) {
+ if (zTranslatedNodes.isEmpty()) return;
+
+ LOG_ALWAYS_FATAL_IF(shadowRestoreTo < 0, "invalid save to restore to");
+ handler(new (handler.allocator()) RestoreToCountOp(shadowRestoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ renderer.setOverrideLayerAlpha(1.0f);
+
+ issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
+}
+
#define SHADOW_DELTA 0.1f
template <class T>
@@ -701,8 +715,6 @@ template <class T>
void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
- bool maskProjecteesWithPath = projectionReceiverOutline != NULL
- && !projectionReceiverOutline->isRect(NULL);
int restoreTo = renderer.getSaveCount();
// If the projection reciever has an outline, we mask each of the projected rendernodes to it
@@ -723,7 +735,7 @@ void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T&
SaveLayerOp* op = new (alloc) SaveLayerOp(
outlineBounds.left(), outlineBounds.top(),
outlineBounds.right(), outlineBounds.bottom(),
- 255, SkCanvas::kARGB_ClipLayer_SaveFlag);
+ 255, SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag | SkCanvas::kARGB_ClipLayer_SaveFlag);
op->setMask(projectionReceiverOutline);
handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
@@ -812,7 +824,7 @@ void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
buildZSortedChildList(zTranslatedNodes);
// for 3d root, draw children with negative z values
- issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
+ int shadowRestoreTo = issueOperationsOfNegZChildren(zTranslatedNodes, renderer, handler);
DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
const int saveCountOffset = renderer.getSaveCount() - 1;
@@ -820,9 +832,9 @@ void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
DisplayListOp *op = mDisplayListData->displayListOps[i];
- #if DEBUG_DISPLAY_LIST
+#if DEBUG_DISPLAY_LIST
op->output(level + 1);
- #endif
+#endif
logBuffer.writeCommand(level, op->name());
handler(op, saveCountOffset, properties().getClipToBounds());
@@ -832,7 +844,7 @@ void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
}
// for 3d root, draw children with positive z values
- issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
+ issueOperationsOfPosZChildren(shadowRestoreTo, zTranslatedNodes, renderer, handler);
}
}