/* * Copyright (C) 2014 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 RENDERNODE_H #define RENDERNODE_H #include <SkCamera.h> #include <SkMatrix.h> #include <utils/LinearAllocator.h> #include <utils/RefBase.h> #include <utils/String8.h> #include <cutils/compiler.h> #include <androidfw/ResourceTypes.h> #include "AnimatorManager.h" #include "Debug.h" #include "DisplayList.h" #include "Matrix.h" #include "RenderProperties.h" #include <vector> class SkBitmap; class SkPaint; class SkPath; class SkRegion; namespace android { namespace uirenderer { class CanvasState; class DisplayListCanvas; class DisplayListOp; class OpenGLRenderer; class Rect; class SkiaShader; #if HWUI_NEW_OPS class FrameBuilder; class OffscreenBuffer; struct RenderNodeOp; typedef OffscreenBuffer layer_t; typedef RenderNodeOp renderNodeOp_t; #else class Layer; typedef Layer layer_t; typedef DrawRenderNodeOp renderNodeOp_t; #endif class ClipRectOp; class DrawRenderNodeOp; class SaveLayerOp; class SaveOp; class RestoreToCountOp; class TreeInfo; class TreeObserver; namespace proto { class RenderNode; } /** * 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 DisplayListCanvas (which manages the recording), DisplayList * (which holds the actual data), and DisplayList (which holds properties and performs playback onto * a renderer). * * Note that DisplayList is swapped out from beneath an individual RenderNode when a view's * recorded stream of canvas operations is refreshed. The RenderNode (and its properties) stay * attached. */ class RenderNode : public VirtualLightRefBase { friend class TestUtils; // allow TestUtils to access syncDisplayList / syncProperties friend class FrameBuilder; public: enum DirtyPropertyMask { GENERIC = 1 << 1, TRANSLATION_X = 1 << 2, TRANSLATION_Y = 1 << 3, TRANSLATION_Z = 1 << 4, SCALE_X = 1 << 5, SCALE_Y = 1 << 6, ROTATION = 1 << 7, ROTATION_X = 1 << 8, ROTATION_Y = 1 << 9, X = 1 << 10, Y = 1 << 11, Z = 1 << 12, ALPHA = 1 << 13, DISPLAY_LIST = 1 << 14, }; ANDROID_API RenderNode(); ANDROID_API virtual ~RenderNode(); // See flags defined in DisplayList.java enum ReplayFlag { kReplayFlag_ClipChildren = 0x1 }; void debugDumpLayers(const char* prefix); ANDROID_API void setStagingDisplayList(DisplayList* newData, TreeObserver* observer); void computeOrdering(); void defer(DeferStateStruct& deferStruct, const int level); void replay(ReplayStateStruct& replayStruct, const int level); #if HWUI_NEW_OPS ANDROID_API void output(uint32_t level = 0, const char* label = "Root"); #else ANDROID_API void output(uint32_t level = 1); #endif ANDROID_API int getDebugSize(); void copyTo(proto::RenderNode* node); bool isRenderable() const { return mDisplayList && !mDisplayList->isEmpty(); } bool hasProjectionReceiver() const { return mDisplayList && mDisplayList->projectionReceiveIndex >= 0; } const char* getName() const { return mName.string(); } void setName(const char* name) { if (name) { char* lastPeriod = strrchr(name, '.'); if (lastPeriod) { mName.setTo(lastPeriod + 1); } else { mName.setTo(name); } } } VirtualLightRefBase* getUserContext() const { return mUserContext.get(); } void setUserContext(VirtualLightRefBase* context) { mUserContext = context; } bool isPropertyFieldDirty(DirtyPropertyMask field) const { return mDirtyPropertyFields & field; } void setPropertyFieldsDirty(uint32_t fields) { mDirtyPropertyFields |= fields; } const RenderProperties& properties() const { return mProperties; } RenderProperties& animatorProperties() { return mProperties; } const RenderProperties& stagingProperties() { return mStagingProperties; } RenderProperties& mutateStagingProperties() { return mStagingProperties; } int getWidth() const { return properties().getWidth(); } int getHeight() const { return properties().getHeight(); } ANDROID_API virtual void prepareTree(TreeInfo& info); void destroyHardwareResources(TreeObserver* observer, TreeInfo* info = nullptr); // UI thread only! ANDROID_API void addAnimator(const sp<BaseRenderNodeAnimator>& animator); void removeAnimator(const sp<BaseRenderNodeAnimator>& animator); // This can only happen during pushStaging() void onAnimatorTargetChanged(BaseRenderNodeAnimator* animator) { mAnimatorManager.onAnimatorTargetChanged(animator); } AnimatorManager& animators() { return mAnimatorManager; } void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const; bool nothingToDraw() const { const Outline& outline = properties().getOutline(); return mDisplayList == nullptr || properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty()) || properties().getScaleX() == 0 || properties().getScaleY() == 0; } const DisplayList* getDisplayList() const { return mDisplayList; } #if HWUI_NEW_OPS OffscreenBuffer* getLayer() const { return mLayer; } OffscreenBuffer** getLayerHandle() { return &mLayer; } // ugh... #endif // Note: The position callbacks are relying on the listener using // the frameNumber to appropriately batch/synchronize these transactions. // There is no other filtering/batching to ensure that only the "final" // state called once per frame. class ANDROID_API PositionListener { public: virtual ~PositionListener() {} // Called when the RenderNode's position changes virtual void onPositionUpdated(RenderNode& node, const TreeInfo& info) = 0; // Called when the RenderNode no longer has a position. As in, it's // no longer being drawn. // Note, tree info might be null virtual void onPositionLost(RenderNode& node, const TreeInfo* info) = 0; }; // Note this is not thread safe, this needs to be called // before the RenderNode is used for drawing. // RenderNode takes ownership of the pointer ANDROID_API void setPositionListener(PositionListener* listener) { mPositionListener.reset(listener); } // This is only modified in MODE_FULL, so it can be safely accessed // on the UI thread. ANDROID_API bool hasParents() { return mParentCount; } private: typedef key_value_pair_t<float, DrawRenderNodeOp*> ZDrawRenderNodeOpPair; static size_t findNonNegativeIndex(const std::vector<ZDrawRenderNodeOpPair>& nodes) { for (size_t i = 0; i < nodes.size(); i++) { if (nodes[i].key >= 0.0f) return i; } return nodes.size(); } enum class ChildrenSelectMode { NegativeZChildren, PositiveZChildren }; void computeOrderingImpl(renderNodeOp_t* opState, std::vector<renderNodeOp_t*>* compositedChildrenOfProjectionSurface, const mat4* transformFromProjectionSurface); template <class T> inline void setViewProperties(OpenGLRenderer& renderer, T& handler); void buildZSortedChildList(const DisplayList::Chunk& chunk, std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes); template<class T> inline void issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler); template <class T> inline void issueOperationsOf3dChildren(ChildrenSelectMode mode, const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes, OpenGLRenderer& renderer, T& handler); template <class T> inline void issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler); /** * Issue the RenderNode's operations into a handler, recursing for subtrees through * DrawRenderNodeOp's defer() or replay() methods */ template <class T> inline void issueOperations(OpenGLRenderer& renderer, T& handler); class TextContainer { public: size_t length() const { return mByteLength; } const char* text() const { return (const char*) mText; } size_t mByteLength; const char* mText; }; void syncProperties(); void syncDisplayList(TreeInfo* info); void prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer); void pushStagingPropertiesChanges(TreeInfo& info); void pushStagingDisplayListChanges(TreeInfo& info); void prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayList* subtree); #if !HWUI_NEW_OPS void applyLayerPropertiesToLayer(TreeInfo& info); #endif void prepareLayer(TreeInfo& info, uint32_t dirtyMask); void pushLayerUpdate(TreeInfo& info); void deleteDisplayList(TreeObserver* observer, TreeInfo* info = nullptr); void damageSelf(TreeInfo& info); void incParentRefCount() { mParentCount++; } void decParentRefCount(TreeObserver* observer, TreeInfo* info = nullptr); String8 mName; sp<VirtualLightRefBase> mUserContext; uint32_t mDirtyPropertyFields; RenderProperties mProperties; RenderProperties mStagingProperties; bool mNeedsDisplayListSync; // WARNING: Do not delete this directly, you must go through deleteDisplayList()! DisplayList* mDisplayList; DisplayList* mStagingDisplayList; friend class AnimatorManager; AnimatorManager mAnimatorManager; // Owned by RT. Lifecycle is managed by prepareTree(), with the exception // being in ~RenderNode() which may happen on any thread. layer_t* mLayer = nullptr; /** * Draw time state - these properties are only set and used during rendering */ // for projection surfaces, contains a list of all children items std::vector<renderNodeOp_t*> mProjectedNodes; // How many references our parent(s) have to us. Typically this should alternate // between 2 and 1 (when a staging push happens we inc first then dec) // When this hits 0 we are no longer in the tree, so any hardware resources // (specifically Layers) should be released. // This is *NOT* thread-safe, and should therefore only be tracking // mDisplayList, not mStagingDisplayList. uint32_t mParentCount; std::unique_ptr<PositionListener> mPositionListener; }; // class RenderNode } /* namespace uirenderer */ } /* namespace android */ #endif /* RENDERNODE_H */