2 * Copyright (C) 2016 The Android Open Source Project
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "BakedOpState.h"
20 #include "CanvasState.h"
21 #include "DisplayList.h"
22 #include "LayerBuilder.h"
23 #include "RecordedOp.h"
24 #include "utils/GLUtils.h"
27 #include <unordered_map>
32 namespace uirenderer {
35 class LayerUpdateQueue;
36 class OffscreenBuffer;
40 * Processes, optimizes, and stores rendering commands from RenderNodes and
41 * LayerUpdateQueue, building content needed to render a frame.
43 * Resolves final drawing state for each operation (including clip, alpha and matrix), and then
44 * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either
45 * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the
46 * draw stream) will create different reorder contexts, each in its own LayerBuilder.
48 * Then the prepared or 'baked' drawing commands can be issued by calling the templated
49 * replayBakedOps() function, which will dispatch them (including any created merged op collections)
50 * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are
51 * resolved into Glops and rendered via BakedOpRenderer.
53 * This class is also the authoritative source for traversing RenderNodes, both for standard op
54 * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection.
56 class FrameBuilder : public CanvasStateClient {
58 struct LightGeometry {
63 FrameBuilder(const SkRect& clip,
64 uint32_t viewportWidth, uint32_t viewportHeight,
65 const LightGeometry& lightGeometry, Caches& caches);
67 FrameBuilder(const LayerUpdateQueue& layerUpdateQueue,
68 const LightGeometry& lightGeometry, Caches& caches);
70 void deferLayers(const LayerUpdateQueue& layers);
72 void deferRenderNode(RenderNode& renderNode);
74 void deferRenderNode(float tx, float ty, Rect clipRect, RenderNode& renderNode);
76 void deferRenderNodeScene(const std::vector< sp<RenderNode> >& nodes,
77 const Rect& contentDrawBounds);
79 virtual ~FrameBuilder() {}
82 * replayBakedOps() is templated based on what class will receive ops being replayed.
84 * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
85 * state->op->opId to lookup a receiver that will be called when the op is replayed.
87 template <typename StaticDispatcher, typename Renderer>
88 void replayBakedOps(Renderer& renderer) {
89 std::vector<OffscreenBuffer*> temporaryLayers;
92 * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
93 * dispatch the op via a method on a static dispatcher when the op is replayed.
95 * For example a BitmapOp would resolve, via the lambda lookup, to calling:
97 * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
100 [](void* renderer, const BakedOpState& state) { \
101 StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
102 static_cast<const Type&>(*(state.op)), state); \
104 static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
108 * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
109 * static dispatcher when the group of merged ops is replayed.
112 [](void* renderer, const MergedBakedOpList& opList) { \
113 StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
115 static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
118 // Relay through layers in reverse order, since layers
119 // later in the list will be drawn by earlier ones
120 for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
121 GL_CHECKPOINT(MODERATE);
122 LayerBuilder& layer = *(mLayerBuilders[i]);
123 if (layer.renderNode) {
124 // cached HW layer - can't skip layer if empty
125 renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
126 GL_CHECKPOINT(MODERATE);
127 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
128 GL_CHECKPOINT(MODERATE);
130 } else if (!layer.empty()) {
131 // save layer - skip entire layer if empty (in which case, LayerOp has null layer).
132 layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
133 temporaryLayers.push_back(layer.offscreenBuffer);
134 GL_CHECKPOINT(MODERATE);
135 layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
136 GL_CHECKPOINT(MODERATE);
141 GL_CHECKPOINT(MODERATE);
142 if (CC_LIKELY(mDrawFbo0)) {
143 const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
144 renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
145 GL_CHECKPOINT(MODERATE);
146 fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
147 GL_CHECKPOINT(MODERATE);
148 renderer.endFrame(fbo0.repaintRect);
151 for (auto& temporaryLayer : temporaryLayers) {
152 renderer.recycleTemporaryLayer(temporaryLayer);
157 for (auto&& layer : mLayerBuilders) {
162 ///////////////////////////////////////////////////////////////////
163 /// CanvasStateClient interface
164 ///////////////////////////////////////////////////////////////////
165 virtual void onViewportInitialized() override;
166 virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
167 virtual GLuint getTargetFbo() const override { return 0; }
171 enum class ChildrenSelectMode {
175 void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
176 float contentTranslateX, float contentTranslateY,
177 const Rect& repaintRect,
178 const Vector3& lightCenter,
179 const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
180 void restoreForLayer();
182 LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
184 BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
185 return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
187 BakedOpState* tryBakeUnboundedOpState(const RecordedOp& recordedOp) {
188 return BakedOpState::tryConstructUnbounded(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
192 // should always be surrounded by a save/restore pair, and not called if DisplayList is null
193 void deferNodePropsAndOps(RenderNode& node);
195 template <typename V>
196 void defer3dChildren(const ClipBase* reorderClip, ChildrenSelectMode mode,
197 const V& zTranslatedNodes);
199 void deferShadow(const ClipBase* reorderClip, const RenderNodeOp& casterOp);
201 void deferProjectedChildren(const RenderNode& renderNode);
203 void deferNodeOps(const RenderNode& renderNode);
205 void deferRenderNodeOpImpl(const RenderNodeOp& op);
207 void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
209 SkPath* createFrameAllocatedPath() {
210 return mAllocator.create<SkPath>();
213 BakedOpState* deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
214 BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
217 * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
219 * These private methods are called from within deferImpl to defer each individual op
222 #define X(Type) void defer##Type(const Type& op);
223 MAP_DEFERRABLE_OPS(X)
226 // contains single-frame objects, such as BakedOpStates, LayerBuilders, Batches
227 LinearAllocator mAllocator;
228 LinearStdAllocator<void*> mStdAllocator;
230 // List of every deferred layer's render state. Replayed in reverse order to render a frame.
231 LsaVector<LayerBuilder*> mLayerBuilders;
234 * Stack of indices within mLayerBuilders representing currently active layers. If drawing
235 * layerA within a layerB, will contain, in order:
236 * - 0 (representing FBO 0, always present)
240 * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
241 * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
242 * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
245 LsaVector<size_t> mLayerStack;
247 CanvasState mCanvasState;
253 const bool mDrawFbo0;
256 }; // namespace uirenderer
257 }; // namespace android