/*
* 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