summaryrefslogtreecommitdiff
path: root/libs/hwui/pipeline/skia/SkiaDisplayList.cpp
blob: 38905138e33234103212c4578e74d41e79441d31 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
/*
 * 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.
 */

#include "SkiaDisplayList.h"

#include "DumpOpsCanvas.h"
#include "SkiaPipeline.h"
#include "VectorDrawable.h"
#include "renderthread/CanvasContext.h"

#include <SkImagePriv.h>

namespace android {
namespace uirenderer {
namespace skiapipeline {

void SkiaDisplayList::syncContents() {
    for (auto& functor : mChildFunctors) {
        functor->syncFunctor();
    }
    for (auto& animatedImage : mAnimatedImages) {
        animatedImage->syncProperties();
    }
    for (auto& vectorDrawable : mVectorDrawables) {
        vectorDrawable->syncProperties();
    }
}

bool SkiaDisplayList::reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context) {
    reset();
    node->attachAvailableList(this);
    return true;
}

void SkiaDisplayList::updateChildren(std::function<void(RenderNode*)> updateFn) {
    for (auto& child : mChildNodes) {
        updateFn(child.getRenderNode());
    }
}

bool SkiaDisplayList::prepareListAndChildren(
        TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
        std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn) {
    // If the prepare tree is triggered by the UI thread and no previous call to
    // pinImages has failed then we must pin all mutable images in the GPU cache
    // until the next UI thread draw.
    if (info.prepareTextures && !info.canvasContext.pinImages(mMutableImages)) {
        // In the event that pinning failed we prevent future pinImage calls for the
        // remainder of this tree traversal and also unpin any currently pinned images
        // to free up GPU resources.
        info.prepareTextures = false;
        info.canvasContext.unpinImages();
    }

    bool hasBackwardProjectedNodesHere = false;
    bool hasBackwardProjectedNodesSubtree = false;

    for (auto& child : mChildNodes) {
        hasBackwardProjectedNodesHere |= child.getNodeProperties().getProjectBackwards();
        RenderNode* childNode = child.getRenderNode();
        Matrix4 mat4(child.getRecordedMatrix());
        info.damageAccumulator->pushTransform(&mat4);
        // TODO: a layer is needed if the canvas is rotated or has a non-rect clip
        info.hasBackwardProjectedNodes = false;
        childFn(childNode, observer, info, functorsNeedLayer);
        hasBackwardProjectedNodesSubtree |= info.hasBackwardProjectedNodes;
        info.damageAccumulator->popTransform();
    }

    // The purpose of next block of code is to reset projected display list if there are no
    // backward projected nodes. This speeds up drawing, by avoiding an extra walk of the tree
    if (mProjectionReceiver) {
        mProjectionReceiver->setProjectedDisplayList(hasBackwardProjectedNodesSubtree ? this
                                                                                      : nullptr);
        info.hasBackwardProjectedNodes = hasBackwardProjectedNodesHere;
    } else {
        info.hasBackwardProjectedNodes =
                hasBackwardProjectedNodesSubtree || hasBackwardProjectedNodesHere;
    }

    bool isDirty = false;
    for (auto& animatedImage : mAnimatedImages) {
        nsecs_t timeTilNextFrame = TreeInfo::Out::kNoAnimatedImageDelay;
        // If any animated image in the display list needs updated, then damage the node.
        if (animatedImage->isDirty(&timeTilNextFrame)) {
            isDirty = true;
        }

        if (animatedImage->isRunning() &&
            timeTilNextFrame != TreeInfo::Out::kNoAnimatedImageDelay) {
            auto& delay = info.out.animatedImageDelay;
            if (delay == TreeInfo::Out::kNoAnimatedImageDelay || timeTilNextFrame < delay) {
                delay = timeTilNextFrame;
            }
        }
    }

    for (auto& vectorDrawable : mVectorDrawables) {
        // If any vector drawable in the display list needs update, damage the node.
        if (vectorDrawable->isDirty()) {
            isDirty = true;
            static_cast<SkiaPipeline*>(info.canvasContext.getRenderPipeline())
                    ->getVectorDrawables()
                    ->push_back(vectorDrawable);
        }
        vectorDrawable->setPropertyChangeWillBeConsumed(true);
    }
    return isDirty;
}

void SkiaDisplayList::reset() {
    mProjectionReceiver = nullptr;

    mDisplayList.reset();

    mMutableImages.clear();
    mVectorDrawables.clear();
    mAnimatedImages.clear();
    mChildFunctors.clear();
    mChildNodes.clear();

    allocator.~LinearAllocator();
    new (&allocator) LinearAllocator();
}

void SkiaDisplayList::output(std::ostream& output, uint32_t level) {
    DumpOpsCanvas canvas(output, level, *this);
    mDisplayList.draw(&canvas);
}

};  // namespace skiapipeline
};  // namespace uirenderer
};  // namespace android