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-rw-r--r--libs/hwui/RenderNode.cpp765
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diff --git a/libs/hwui/RenderNode.cpp b/libs/hwui/RenderNode.cpp
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+/*
+ * 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.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_VIEW
+
+#include "RenderNode.h"
+
+#include <algorithm>
+
+#include <SkCanvas.h>
+#include <algorithm>
+
+#include <utils/Trace.h>
+
+#include "DamageAccumulator.h"
+#include "Debug.h"
+#include "DisplayListOp.h"
+#include "DisplayListLogBuffer.h"
+#include "utils/MathUtils.h"
+
+namespace android {
+namespace uirenderer {
+
+void RenderNode::outputLogBuffer(int fd) {
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ if (logBuffer.isEmpty()) {
+ return;
+ }
+
+ FILE *file = fdopen(fd, "a");
+
+ fprintf(file, "\nRecent DisplayList operations\n");
+ logBuffer.outputCommands(file);
+
+ String8 cachesLog;
+ Caches::getInstance().dumpMemoryUsage(cachesLog);
+ fprintf(file, "\nCaches:\n%s", cachesLog.string());
+ fprintf(file, "\n");
+
+ fflush(file);
+}
+
+RenderNode::RenderNode()
+ : mDirtyPropertyFields(0)
+ , mNeedsDisplayListDataSync(false)
+ , mDisplayListData(0)
+ , mStagingDisplayListData(0)
+ , mNeedsAnimatorsSync(false) {
+}
+
+RenderNode::~RenderNode() {
+ delete mDisplayListData;
+ delete mStagingDisplayListData;
+}
+
+void RenderNode::setStagingDisplayList(DisplayListData* data) {
+ mNeedsDisplayListDataSync = true;
+ delete mStagingDisplayListData;
+ mStagingDisplayListData = data;
+ if (mStagingDisplayListData) {
+ Caches::getInstance().registerFunctors(mStagingDisplayListData->functorCount);
+ }
+}
+
+/**
+ * This function is a simplified version of replay(), where we simply retrieve and log the
+ * display list. This function should remain in sync with the replay() function.
+ */
+void RenderNode::output(uint32_t level) {
+ ALOGD("%*sStart display list (%p, %s, render=%d)", (level - 1) * 2, "", this,
+ getName(), isRenderable());
+ ALOGD("%*s%s %d", level * 2, "", "Save",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+
+ properties().debugOutputProperties(level);
+ int flags = DisplayListOp::kOpLogFlag_Recurse;
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ mDisplayListData->displayListOps[i]->output(level, flags);
+ }
+
+ ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
+}
+
+int RenderNode::getDebugSize() {
+ int size = sizeof(RenderNode);
+ if (mStagingDisplayListData) {
+ size += mStagingDisplayListData->allocator.usedSize();
+ }
+ if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
+ size += mDisplayListData->allocator.usedSize();
+ }
+ return size;
+}
+
+void RenderNode::prepareTree(TreeInfo& info) {
+ ATRACE_CALL();
+
+ prepareTreeImpl(info);
+}
+
+static inline void pushNode(RenderNode* self, TreeInfo& info) {
+ if (info.damageAccumulator) {
+ info.damageAccumulator->pushNode(self);
+ }
+}
+
+static inline void popNode(TreeInfo& info) {
+ if (info.damageAccumulator) {
+ info.damageAccumulator->popNode();
+ }
+}
+
+void RenderNode::damageSelf(TreeInfo& info) {
+ if (info.damageAccumulator && isRenderable() && properties().getAlpha() > 0) {
+ info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
+ }
+}
+
+void RenderNode::prepareTreeImpl(TreeInfo& info) {
+ pushNode(this, info);
+ if (info.mode == TreeInfo::MODE_FULL) {
+ pushStagingChanges(info);
+ evaluateAnimations(info);
+ } else if (info.mode == TreeInfo::MODE_MAYBE_DETACHING) {
+ pushStagingChanges(info);
+ } else if (info.mode == TreeInfo::MODE_RT_ONLY) {
+ evaluateAnimations(info);
+ }
+ prepareSubTree(info, mDisplayListData);
+ popNode(info);
+}
+
+class PushAnimatorsFunctor {
+public:
+ PushAnimatorsFunctor(RenderNode* target, TreeInfo& info)
+ : mTarget(target), mInfo(info) {}
+
+ bool operator() (const sp<BaseRenderNodeAnimator>& animator) {
+ animator->setupStartValueIfNecessary(mTarget, mInfo);
+ return animator->isFinished();
+ }
+private:
+ RenderNode* mTarget;
+ TreeInfo& mInfo;
+};
+
+void RenderNode::pushStagingChanges(TreeInfo& info) {
+ // Push the animators first so that setupStartValueIfNecessary() is called
+ // before properties() is trampled by stagingProperties(), as they are
+ // required by some animators.
+ if (mNeedsAnimatorsSync) {
+ mAnimators.resize(mStagingAnimators.size());
+ std::vector< sp<BaseRenderNodeAnimator> >::iterator it;
+ PushAnimatorsFunctor functor(this, info);
+ // hint: this means copy_if_not()
+ it = std::remove_copy_if(mStagingAnimators.begin(), mStagingAnimators.end(),
+ mAnimators.begin(), functor);
+ mAnimators.resize(std::distance(mAnimators.begin(), it));
+ }
+ if (mDirtyPropertyFields) {
+ mDirtyPropertyFields = 0;
+ damageSelf(info);
+ popNode(info);
+ mProperties = mStagingProperties;
+ pushNode(this, info);
+ // We could try to be clever and only re-damage if the matrix changed.
+ // However, we don't need to worry about that. The cost of over-damaging
+ // here is only going to be a single additional map rect of this node
+ // plus a rect join(). The parent's transform (and up) will only be
+ // performed once.
+ damageSelf(info);
+ }
+ if (mNeedsDisplayListDataSync) {
+ mNeedsDisplayListDataSync = false;
+ // Do a push pass on the old tree to handle freeing DisplayListData
+ // that are no longer used
+ TreeInfo oldTreeInfo(TreeInfo::MODE_MAYBE_DETACHING);
+ oldTreeInfo.damageAccumulator = info.damageAccumulator;
+ prepareSubTree(oldTreeInfo, mDisplayListData);
+ delete mDisplayListData;
+ mDisplayListData = mStagingDisplayListData;
+ mStagingDisplayListData = 0;
+ damageSelf(info);
+ }
+}
+
+class AnimateFunctor {
+public:
+ AnimateFunctor(RenderNode* target, TreeInfo& info)
+ : mTarget(target), mInfo(info) {}
+
+ bool operator() (const sp<BaseRenderNodeAnimator>& animator) {
+ return animator->animate(mTarget, mInfo);
+ }
+private:
+ RenderNode* mTarget;
+ TreeInfo& mInfo;
+};
+
+void RenderNode::evaluateAnimations(TreeInfo& info) {
+ if (!mAnimators.size()) return;
+
+ // TODO: Can we target this better? For now treat it like any other staging
+ // property push and just damage self before and after animators are run
+
+ damageSelf(info);
+ popNode(info);
+
+ AnimateFunctor functor(this, info);
+ std::vector< sp<BaseRenderNodeAnimator> >::iterator newEnd;
+ newEnd = std::remove_if(mAnimators.begin(), mAnimators.end(), functor);
+ mAnimators.erase(newEnd, mAnimators.end());
+ mProperties.updateMatrix();
+ info.out.hasAnimations |= mAnimators.size();
+
+ pushNode(this, info);
+ damageSelf(info);
+}
+
+void RenderNode::prepareSubTree(TreeInfo& info, DisplayListData* subtree) {
+ if (subtree) {
+ TextureCache& cache = Caches::getInstance().textureCache;
+ info.out.hasFunctors |= subtree->functorCount;
+ // TODO: Fix ownedBitmapResources to not require disabling prepareTextures
+ // and thus falling out of async drawing path.
+ if (subtree->ownedBitmapResources.size()) {
+ info.prepareTextures = false;
+ }
+ for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
+ info.prepareTextures = cache.prefetchAndMarkInUse(subtree->bitmapResources[i]);
+ }
+ for (size_t i = 0; i < subtree->children().size(); i++) {
+ RenderNode* childNode = subtree->children()[i]->mDisplayList;
+ childNode->prepareTreeImpl(info);
+ }
+ }
+}
+
+/*
+ * For property operations, we pass a savecount of 0, since the operations aren't part of the
+ * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
+ * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
+ */
+#define PROPERTY_SAVECOUNT 0
+
+template <class T>
+void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
+#if DEBUG_DISPLAY_LIST
+ properties().debugOutputProperties(handler.level() + 1);
+#endif
+ if (properties().getLeft() != 0 || properties().getTop() != 0) {
+ renderer.translate(properties().getLeft(), properties().getTop());
+ }
+ if (properties().getStaticMatrix()) {
+ renderer.concatMatrix(*properties().getStaticMatrix());
+ } else if (properties().getAnimationMatrix()) {
+ renderer.concatMatrix(*properties().getAnimationMatrix());
+ }
+ if (properties().hasTransformMatrix()) {
+ if (properties().isTransformTranslateOnly()) {
+ renderer.translate(properties().getTranslationX(), properties().getTranslationY());
+ } else {
+ renderer.concatMatrix(*properties().getTransformMatrix());
+ }
+ }
+ bool clipToBoundsNeeded = properties().getCaching() ? false : properties().getClipToBounds();
+ if (properties().getAlpha() < 1) {
+ if (properties().getCaching()) {
+ renderer.setOverrideLayerAlpha(properties().getAlpha());
+ } else if (!properties().getHasOverlappingRendering()) {
+ renderer.scaleAlpha(properties().getAlpha());
+ } else {
+ // TODO: should be able to store the size of a DL at record time and not
+ // have to pass it into this call. In fact, this information might be in the
+ // location/size info that we store with the new native transform data.
+ int saveFlags = SkCanvas::kHasAlphaLayer_SaveFlag;
+ if (clipToBoundsNeeded) {
+ saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
+ clipToBoundsNeeded = false; // clipping done by saveLayer
+ }
+
+ SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
+ 0, 0, properties().getWidth(), properties().getHeight(),
+ properties().getAlpha() * 255, saveFlags);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+ }
+ if (clipToBoundsNeeded) {
+ ClipRectOp* op = new (handler.allocator()) ClipRectOp(
+ 0, 0, properties().getWidth(), properties().getHeight(), SkRegion::kIntersect_Op);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+
+ if (CC_UNLIKELY(properties().hasClippingPath())) {
+ ClipPathOp* op = new (handler.allocator()) ClipPathOp(
+ properties().getClippingPath(), properties().getClippingPathOp());
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+}
+
+/**
+ * Apply property-based transformations to input matrix
+ *
+ * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
+ * matrix computation instead of the Skia 3x3 matrix + camera hackery.
+ */
+void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) {
+ if (properties().getLeft() != 0 || properties().getTop() != 0) {
+ matrix.translate(properties().getLeft(), properties().getTop());
+ }
+ if (properties().getStaticMatrix()) {
+ mat4 stat(*properties().getStaticMatrix());
+ matrix.multiply(stat);
+ } else if (properties().getAnimationMatrix()) {
+ mat4 anim(*properties().getAnimationMatrix());
+ matrix.multiply(anim);
+ }
+
+ bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
+ if (properties().hasTransformMatrix() || applyTranslationZ) {
+ if (properties().isTransformTranslateOnly()) {
+ matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
+ true3dTransform ? properties().getZ() : 0.0f);
+ } else {
+ if (!true3dTransform) {
+ matrix.multiply(*properties().getTransformMatrix());
+ } else {
+ mat4 true3dMat;
+ true3dMat.loadTranslate(
+ properties().getPivotX() + properties().getTranslationX(),
+ properties().getPivotY() + properties().getTranslationY(),
+ properties().getZ());
+ true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
+ true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
+ true3dMat.rotate(properties().getRotation(), 0, 0, 1);
+ true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
+ true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
+
+ matrix.multiply(true3dMat);
+ }
+ }
+ }
+}
+
+/**
+ * Organizes the DisplayList hierarchy to prepare for background projection reordering.
+ *
+ * This should be called before a call to defer() or drawDisplayList()
+ *
+ * Each DisplayList that serves as a 3d root builds its list of composited children,
+ * which are flagged to not draw in the standard draw loop.
+ */
+void RenderNode::computeOrdering() {
+ ATRACE_CALL();
+ mProjectedNodes.clear();
+
+ // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
+ // transform properties are applied correctly to top level children
+ if (mDisplayListData == NULL) return;
+ for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children()[i];
+ childOp->mDisplayList->computeOrderingImpl(childOp,
+ properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
+ }
+}
+
+void RenderNode::computeOrderingImpl(
+ DrawDisplayListOp* opState,
+ const SkPath* outlineOfProjectionSurface,
+ Vector<DrawDisplayListOp*>* compositedChildrenOfProjectionSurface,
+ const mat4* transformFromProjectionSurface) {
+ mProjectedNodes.clear();
+ if (mDisplayListData == NULL || mDisplayListData->isEmpty()) return;
+
+ // TODO: should avoid this calculation in most cases
+ // TODO: just calculate single matrix, down to all leaf composited elements
+ Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
+ localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
+
+ if (properties().getProjectBackwards()) {
+ // composited projectee, flag for out of order draw, save matrix, and store in proj surface
+ opState->mSkipInOrderDraw = true;
+ opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
+ compositedChildrenOfProjectionSurface->add(opState);
+ } else {
+ // standard in order draw
+ opState->mSkipInOrderDraw = false;
+ }
+
+ if (mDisplayListData->children().size() > 0) {
+ const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
+ bool haveAppliedPropertiesToProjection = false;
+ for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children()[i];
+ RenderNode* child = childOp->mDisplayList;
+
+ const SkPath* projectionOutline = NULL;
+ Vector<DrawDisplayListOp*>* projectionChildren = NULL;
+ const mat4* projectionTransform = NULL;
+ if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
+ // if receiving projections, collect projecting descendent
+
+ // Note that if a direct descendent is projecting backwards, we pass it's
+ // grandparent projection collection, since it shouldn't project onto it's
+ // parent, where it will already be drawing.
+ projectionOutline = properties().getOutline().getPath();
+ projectionChildren = &mProjectedNodes;
+ projectionTransform = &mat4::identity();
+ } else {
+ if (!haveAppliedPropertiesToProjection) {
+ applyViewPropertyTransforms(localTransformFromProjectionSurface);
+ haveAppliedPropertiesToProjection = true;
+ }
+ projectionOutline = outlineOfProjectionSurface;
+ projectionChildren = compositedChildrenOfProjectionSurface;
+ projectionTransform = &localTransformFromProjectionSurface;
+ }
+ child->computeOrderingImpl(childOp,
+ projectionOutline, projectionChildren, projectionTransform);
+ }
+ }
+}
+
+class DeferOperationHandler {
+public:
+ DeferOperationHandler(DeferStateStruct& deferStruct, int level)
+ : mDeferStruct(deferStruct), mLevel(level) {}
+ inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
+ operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
+ }
+ inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
+ inline void startMark(const char* name) {} // do nothing
+ inline void endMark() {}
+ inline int level() { return mLevel; }
+ inline int replayFlags() { return mDeferStruct.mReplayFlags; }
+
+private:
+ DeferStateStruct& mDeferStruct;
+ 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) {
+ DeferOperationHandler handler(deferStruct, level);
+ issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
+}
+
+class ReplayOperationHandler {
+public:
+ ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
+ : mReplayStruct(replayStruct), mLevel(level) {}
+ inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
+#if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
+ mReplayStruct.mRenderer.eventMark(operation->name());
+#endif
+ operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
+ }
+ inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
+ inline void startMark(const char* name) {
+ mReplayStruct.mRenderer.startMark(name);
+ }
+ inline void endMark() {
+ mReplayStruct.mRenderer.endMark();
+ }
+ inline int level() { return mLevel; }
+ inline int replayFlags() { return mReplayStruct.mReplayFlags; }
+
+private:
+ ReplayStateStruct& mReplayStruct;
+ 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) {
+ ReplayOperationHandler handler(replayStruct, level);
+ issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
+}
+
+void RenderNode::buildZSortedChildList(Vector<ZDrawDisplayListOpPair>& zTranslatedNodes) {
+ if (mDisplayListData == NULL || mDisplayListData->children().size() == 0) return;
+
+ for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children()[i];
+ RenderNode* child = childOp->mDisplayList;
+ float childZ = child->properties().getZ();
+
+ if (!MathUtils::isZero(childZ)) {
+ zTranslatedNodes.add(ZDrawDisplayListOpPair(childZ, childOp));
+ childOp->mSkipInOrderDraw = true;
+ } else if (!child->properties().getProjectBackwards()) {
+ // regular, in order drawing DisplayList
+ childOp->mSkipInOrderDraw = false;
+ }
+ }
+
+ // Z sort 3d children (stable-ness makes z compare fall back to standard drawing order)
+ std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
+}
+
+template <class T>
+void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
+ if (properties().getAlpha() <= 0.0f || properties().getOutline().isEmpty()) return;
+
+ mat4 shadowMatrixXY(transformFromParent);
+ applyViewPropertyTransforms(shadowMatrixXY);
+
+ // Z matrix needs actual 3d transformation, so mapped z values will be correct
+ mat4 shadowMatrixZ(transformFromParent);
+ applyViewPropertyTransforms(shadowMatrixZ, true);
+
+ const SkPath* outlinePath = properties().getOutline().getPath();
+ const RevealClip& revealClip = properties().getRevealClip();
+ const SkPath* revealClipPath = revealClip.hasConvexClip()
+ ? revealClip.getPath() : NULL; // only pass the reveal clip's path if it's convex
+
+ if (revealClipPath && revealClipPath->isEmpty()) return;
+
+ /**
+ * The drawing area of the caster is always the same as the its perimeter (which
+ * the shadow system uses) *except* in the inverse clip case. Inform the shadow
+ * system that the caster's drawing area (as opposed to its perimeter) has been
+ * clipped, so that it knows the caster can't be opaque.
+ */
+ bool casterUnclipped = !revealClip.willClip() || revealClip.hasConvexClip();
+
+ DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
+ shadowMatrixXY, shadowMatrixZ,
+ properties().getAlpha(), casterUnclipped,
+ outlinePath, revealClipPath);
+ handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+}
+
+#define SHADOW_DELTA 0.1f
+
+template <class T>
+void RenderNode::issueOperationsOf3dChildren(const Vector<ZDrawDisplayListOpPair>& zTranslatedNodes,
+ ChildrenSelectMode mode, OpenGLRenderer& renderer, T& handler) {
+ const int size = zTranslatedNodes.size();
+ if (size == 0
+ || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
+ || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
+ // no 3d children to draw
+ return;
+ }
+
+ /**
+ * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
+ * with very similar Z heights to draw together.
+ *
+ * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
+ * underneath both, and neither's shadow is drawn on top of the other.
+ */
+ const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
+ size_t drawIndex, shadowIndex, endIndex;
+ if (mode == kNegativeZChildren) {
+ drawIndex = 0;
+ endIndex = nonNegativeIndex;
+ shadowIndex = endIndex; // draw no shadows
+ } else {
+ drawIndex = nonNegativeIndex;
+ endIndex = size;
+ shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
+ }
+
+ DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
+ endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
+
+ float lastCasterZ = 0.0f;
+ while (shadowIndex < endIndex || drawIndex < endIndex) {
+ if (shadowIndex < endIndex) {
+ DrawDisplayListOp* casterOp = zTranslatedNodes[shadowIndex].value;
+ RenderNode* caster = casterOp->mDisplayList;
+ const float casterZ = zTranslatedNodes[shadowIndex].key;
+ // attempt to render the shadow if the caster about to be drawn is its caster,
+ // OR if its caster's Z value is similar to the previous potential caster
+ if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
+ caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
+
+ lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
+ shadowIndex++;
+ continue;
+ }
+ }
+
+ // only the actual child DL draw needs to be in save/restore,
+ // since it modifies the renderer's matrix
+ int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
+
+ DrawDisplayListOp* childOp = zTranslatedNodes[drawIndex].value;
+ RenderNode* child = childOp->mDisplayList;
+
+ renderer.concatMatrix(childOp->mTransformFromParent);
+ childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
+ childOp->mSkipInOrderDraw = true;
+
+ renderer.restoreToCount(restoreTo);
+ drawIndex++;
+ }
+}
+
+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
+ // Either with clipRect, or special saveLayer masking
+ LinearAllocator& alloc = handler.allocator();
+ if (projectionReceiverOutline != NULL) {
+ const SkRect& outlineBounds = projectionReceiverOutline->getBounds();
+ if (projectionReceiverOutline->isRect(NULL)) {
+ // mask to the rect outline simply with clipRect
+ handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ ClipRectOp* clipOp = new (alloc) ClipRectOp(
+ outlineBounds.left(), outlineBounds.top(),
+ outlineBounds.right(), outlineBounds.bottom(), SkRegion::kIntersect_Op);
+ handler(clipOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ } else {
+ // wrap the projected RenderNodes with a SaveLayer that will mask to the outline
+ SaveLayerOp* op = new (alloc) SaveLayerOp(
+ outlineBounds.left(), outlineBounds.top(),
+ outlineBounds.right(), outlineBounds.bottom(),
+ 255, SkCanvas::kARGB_ClipLayer_SaveFlag);
+ op->setMask(projectionReceiverOutline);
+ handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ /* TODO: add optimizations here to take advantage of placement/size of projected
+ * children (which may shrink saveLayer area significantly). This is dependent on
+ * passing actual drawing/dirtying bounds of projected content down to native.
+ */
+ }
+ }
+
+ // draw projected nodes
+ for (size_t i = 0; i < mProjectedNodes.size(); i++) {
+ DrawDisplayListOp* childOp = mProjectedNodes[i];
+
+ // matrix save, concat, and restore can be done safely without allocating operations
+ int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
+ renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
+ childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
+ childOp->mSkipInOrderDraw = true;
+ renderer.restoreToCount(restoreTo);
+ }
+
+ if (projectionReceiverOutline != NULL) {
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ }
+}
+
+/**
+ * This function serves both defer and replay modes, and will organize the displayList's component
+ * operations for a single frame:
+ *
+ * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
+ * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
+ * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
+ * defer vs replay logic, per operation
+ */
+template <class T>
+void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
+ const int level = handler.level();
+ if (mDisplayListData->isEmpty() || properties().getAlpha() <= 0) {
+ DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", level * 2, "", this, getName());
+ return;
+ }
+
+ handler.startMark(getName());
+
+#if DEBUG_DISPLAY_LIST
+ const Rect& clipRect = renderer.getLocalClipBounds();
+ DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
+ level * 2, "", this, getName(),
+ clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
+#endif
+
+ LinearAllocator& alloc = handler.allocator();
+ int restoreTo = renderer.getSaveCount();
+ handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+
+ DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
+ SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
+
+ setViewProperties<T>(renderer, handler);
+
+ bool quickRejected = properties().getClipToBounds()
+ && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
+ if (!quickRejected) {
+ if (mProperties.getOutline().willClip()) {
+ renderer.setClippingOutline(alloc, &(mProperties.getOutline()));
+ }
+
+ Vector<ZDrawDisplayListOpPair> zTranslatedNodes;
+ buildZSortedChildList(zTranslatedNodes);
+
+ // for 3d root, draw children with negative z values
+ issueOperationsOf3dChildren(zTranslatedNodes, kNegativeZChildren, renderer, handler);
+
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ const int saveCountOffset = renderer.getSaveCount() - 1;
+ const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ DisplayListOp *op = mDisplayListData->displayListOps[i];
+
+#if DEBUG_DISPLAY_LIST
+ op->output(level + 1);
+#endif
+ logBuffer.writeCommand(level, op->name());
+ handler(op, saveCountOffset, properties().getClipToBounds());
+
+ if (CC_UNLIKELY(i == projectionReceiveIndex && mProjectedNodes.size() > 0)) {
+ issueOperationsOfProjectedChildren(renderer, handler);
+ }
+ }
+
+ // for 3d root, draw children with positive z values
+ issueOperationsOf3dChildren(zTranslatedNodes, kPositiveZChildren, renderer, handler);
+ }
+
+ DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, properties().getClipToBounds());
+ renderer.setOverrideLayerAlpha(1.0f);
+
+ DISPLAY_LIST_LOGD("%*sDone (%p, %s)", level * 2, "", this, getName());
+ handler.endMark();
+}
+
+} /* namespace uirenderer */
+} /* namespace android */