/* * Copyright (C) 2016 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. */ #pragma once #include "BakedOpState.h" #include "CanvasState.h" #include "DisplayList.h" #include "LayerBuilder.h" #include "RecordedOp.h" #include "utils/GLUtils.h" #include <vector> #include <unordered_map> struct SkRect; namespace android { namespace uirenderer { class BakedOpState; class LayerUpdateQueue; class OffscreenBuffer; class Rect; /** * Processes, optimizes, and stores rendering commands from RenderNodes and * LayerUpdateQueue, building content needed to render a frame. * * Resolves final drawing state for each operation (including clip, alpha and matrix), and then * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the * draw stream) will create different reorder contexts, each in its own LayerBuilder. * * Then the prepared or 'baked' drawing commands can be issued by calling the templated * replayBakedOps() function, which will dispatch them (including any created merged op collections) * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are * resolved into Glops and rendered via BakedOpRenderer. * * This class is also the authoritative source for traversing RenderNodes, both for standard op * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection. */ class FrameBuilder : public CanvasStateClient { public: struct LightGeometry { Vector3 center; float radius; }; FrameBuilder(const SkRect& clip, uint32_t viewportWidth, uint32_t viewportHeight, const LightGeometry& lightGeometry, Caches& caches); FrameBuilder(const LayerUpdateQueue& layerUpdateQueue, const LightGeometry& lightGeometry, Caches& caches); void deferLayers(const LayerUpdateQueue& layers); void deferRenderNode(RenderNode& renderNode); void deferRenderNode(float tx, float ty, Rect clipRect, RenderNode& renderNode); void deferRenderNodeScene(const std::vector< sp<RenderNode> >& nodes, const Rect& contentDrawBounds); virtual ~FrameBuilder() {} /** * replayBakedOps() is templated based on what class will receive ops being replayed. * * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use * state->op->opId to lookup a receiver that will be called when the op is replayed. */ template <typename StaticDispatcher, typename Renderer> void replayBakedOps(Renderer& renderer) { std::vector<OffscreenBuffer*> temporaryLayers; finishDefer(); /** * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to * dispatch the op via a method on a static dispatcher when the op is replayed. * * For example a BitmapOp would resolve, via the lambda lookup, to calling: * * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state); */ #define X(Type) \ [](void* renderer, const BakedOpState& state) { \ StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \ static_cast<const Type&>(*(state.op)), state); \ }, static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X); #undef X /** * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a * static dispatcher when the group of merged ops is replayed. */ #define X(Type) \ [](void* renderer, const MergedBakedOpList& opList) { \ StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \ }, static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X); #undef X // Relay through layers in reverse order, since layers // later in the list will be drawn by earlier ones for (int i = mLayerBuilders.size() - 1; i >= 1; i--) { GL_CHECKPOINT(MODERATE); LayerBuilder& layer = *(mLayerBuilders[i]); if (layer.renderNode) { // cached HW layer - can't skip layer if empty renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect); GL_CHECKPOINT(MODERATE); layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); GL_CHECKPOINT(MODERATE); renderer.endLayer(); } else if (!layer.empty()) { // save layer - skip entire layer if empty (in which case, LayerOp has null layer). layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height); temporaryLayers.push_back(layer.offscreenBuffer); GL_CHECKPOINT(MODERATE); layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); GL_CHECKPOINT(MODERATE); renderer.endLayer(); } } GL_CHECKPOINT(MODERATE); if (CC_LIKELY(mDrawFbo0)) { const LayerBuilder& fbo0 = *(mLayerBuilders[0]); renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect); GL_CHECKPOINT(MODERATE); fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers); GL_CHECKPOINT(MODERATE); renderer.endFrame(fbo0.repaintRect); } for (auto& temporaryLayer : temporaryLayers) { renderer.recycleTemporaryLayer(temporaryLayer); } } void dump() const { for (auto&& layer : mLayerBuilders) { layer->dump(); } } /////////////////////////////////////////////////////////////////// /// CanvasStateClient interface /////////////////////////////////////////////////////////////////// virtual void onViewportInitialized() override; virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override; virtual GLuint getTargetFbo() const override { return 0; } private: void finishDefer(); enum class ChildrenSelectMode { Negative, Positive }; void saveForLayer(uint32_t layerWidth, uint32_t layerHeight, float contentTranslateX, float contentTranslateY, const Rect& repaintRect, const Vector3& lightCenter, const BeginLayerOp* beginLayerOp, RenderNode* renderNode); void restoreForLayer(); LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); } BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) { return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp); } BakedOpState* tryBakeUnboundedOpState(const RecordedOp& recordedOp) { return BakedOpState::tryConstructUnbounded(mAllocator, *mCanvasState.writableSnapshot(), recordedOp); } // should always be surrounded by a save/restore pair, and not called if DisplayList is null void deferNodePropsAndOps(RenderNode& node); template <typename V> void defer3dChildren(const ClipBase* reorderClip, ChildrenSelectMode mode, const V& zTranslatedNodes); void deferShadow(const ClipBase* reorderClip, const RenderNodeOp& casterOp); void deferProjectedChildren(const RenderNode& renderNode); void deferNodeOps(const RenderNode& renderNode); void deferRenderNodeOpImpl(const RenderNodeOp& op); void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers); SkPath* createFrameAllocatedPath() { return mAllocator.create<SkPath>(); } BakedOpState* deferStrokeableOp(const RecordedOp& op, batchid_t batchId, BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined); /** * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type. * * These private methods are called from within deferImpl to defer each individual op * type differently. */ #define X(Type) void defer##Type(const Type& op); MAP_DEFERRABLE_OPS(X) #undef X // contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches LinearAllocator mAllocator; LinearStdAllocator<void*> mStdAllocator; // List of every deferred layer's render state. Replayed in reverse order to render a frame. LsaVector<LayerBuilder*> mLayerBuilders; /* * Stack of indices within mLayerBuilders representing currently active layers. If drawing * layerA within a layerB, will contain, in order: * - 0 (representing FBO 0, always present) * - layerB's index * - layerA's index * * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing * ops added to it. */ LsaVector<size_t> mLayerStack; CanvasState mCanvasState; Caches& mCaches; float mLightRadius; const bool mDrawFbo0; }; }; // namespace uirenderer }; // namespace android