1 /*
2  * Copyright (C) 2014 The Android Open Source Project
3  *
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
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16 
17 #define ATRACE_TAG ATRACE_TAG_VIEW
18 #define LOG_TAG "OpenGLRenderer"
19 
20 #include "RenderNode.h"
21 
22 #include <algorithm>
23 #include <string>
24 
25 #include <SkCanvas.h>
26 #include <algorithm>
27 
28 
29 #include "DamageAccumulator.h"
30 #include "Debug.h"
31 #include "DisplayListOp.h"
32 #include "LayerRenderer.h"
33 #include "OpenGLRenderer.h"
34 #include "TreeInfo.h"
35 #include "utils/MathUtils.h"
36 #include "utils/TraceUtils.h"
37 #include "renderthread/CanvasContext.h"
38 
39 namespace android {
40 namespace uirenderer {
41 
debugDumpLayers(const char * prefix)42 void RenderNode::debugDumpLayers(const char* prefix) {
43     if (mLayer) {
44         ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
45                 prefix, this, getName(), mLayer, mLayer->getFbo(),
46                 mLayer->wasBuildLayered ? "true" : "false");
47     }
48     if (mDisplayListData) {
49         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
50             mDisplayListData->children()[i]->mRenderNode->debugDumpLayers(prefix);
51         }
52     }
53 }
54 
RenderNode()55 RenderNode::RenderNode()
56         : mDirtyPropertyFields(0)
57         , mNeedsDisplayListDataSync(false)
58         , mDisplayListData(nullptr)
59         , mStagingDisplayListData(nullptr)
60         , mAnimatorManager(*this)
61         , mLayer(nullptr)
62         , mParentCount(0) {
63 }
64 
~RenderNode()65 RenderNode::~RenderNode() {
66     deleteDisplayListData();
67     delete mStagingDisplayListData;
68     if (mLayer) {
69         ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
70         mLayer->postDecStrong();
71         mLayer = nullptr;
72     }
73 }
74 
setStagingDisplayList(DisplayListData * data)75 void RenderNode::setStagingDisplayList(DisplayListData* data) {
76     mNeedsDisplayListDataSync = true;
77     delete mStagingDisplayListData;
78     mStagingDisplayListData = data;
79 }
80 
81 /**
82  * This function is a simplified version of replay(), where we simply retrieve and log the
83  * display list. This function should remain in sync with the replay() function.
84  */
output(uint32_t level)85 void RenderNode::output(uint32_t level) {
86     ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
87             getName(),
88             (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
89             (properties().hasShadow() ? ", casting shadow" : ""),
90             (isRenderable() ? "" : ", empty"),
91             (properties().getProjectBackwards() ? ", projected" : ""),
92             (mLayer != nullptr ? ", on HW Layer" : ""));
93     ALOGD("%*s%s %d", level * 2, "", "Save",
94             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
95 
96     properties().debugOutputProperties(level);
97     int flags = DisplayListOp::kOpLogFlag_Recurse;
98     if (mDisplayListData) {
99         // TODO: consider printing the chunk boundaries here
100         for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
101             mDisplayListData->displayListOps[i]->output(level, flags);
102         }
103     }
104 
105     ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
106 }
107 
getDebugSize()108 int RenderNode::getDebugSize() {
109     int size = sizeof(RenderNode);
110     if (mStagingDisplayListData) {
111         size += mStagingDisplayListData->getUsedSize();
112     }
113     if (mDisplayListData && mDisplayListData != mStagingDisplayListData) {
114         size += mDisplayListData->getUsedSize();
115     }
116     return size;
117 }
118 
prepareTree(TreeInfo & info)119 void RenderNode::prepareTree(TreeInfo& info) {
120     ATRACE_CALL();
121     LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
122 
123     // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
124     bool functorsNeedLayer = Properties::debugOverdraw;
125 
126     prepareTreeImpl(info, functorsNeedLayer);
127 }
128 
addAnimator(const sp<BaseRenderNodeAnimator> & animator)129 void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
130     mAnimatorManager.addAnimator(animator);
131 }
132 
damageSelf(TreeInfo & info)133 void RenderNode::damageSelf(TreeInfo& info) {
134     if (isRenderable()) {
135         if (properties().getClipDamageToBounds()) {
136             info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
137         } else {
138             // Hope this is big enough?
139             // TODO: Get this from the display list ops or something
140             info.damageAccumulator->dirty(INT_MIN, INT_MIN, INT_MAX, INT_MAX);
141         }
142     }
143 }
144 
prepareLayer(TreeInfo & info,uint32_t dirtyMask)145 void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
146     LayerType layerType = properties().effectiveLayerType();
147     if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
148         // Damage applied so far needs to affect our parent, but does not require
149         // the layer to be updated. So we pop/push here to clear out the current
150         // damage and get a clean state for display list or children updates to
151         // affect, which will require the layer to be updated
152         info.damageAccumulator->popTransform();
153         info.damageAccumulator->pushTransform(this);
154         if (dirtyMask & DISPLAY_LIST) {
155             damageSelf(info);
156         }
157     }
158 }
159 
pushLayerUpdate(TreeInfo & info)160 void RenderNode::pushLayerUpdate(TreeInfo& info) {
161     LayerType layerType = properties().effectiveLayerType();
162     // If we are not a layer OR we cannot be rendered (eg, view was detached)
163     // we need to destroy any Layers we may have had previously
164     if (CC_LIKELY(layerType != LayerType::RenderLayer) || CC_UNLIKELY(!isRenderable())) {
165         if (CC_UNLIKELY(mLayer)) {
166             LayerRenderer::destroyLayer(mLayer);
167             mLayer = nullptr;
168         }
169         return;
170     }
171 
172     bool transformUpdateNeeded = false;
173     if (!mLayer) {
174         mLayer = LayerRenderer::createRenderLayer(info.renderState, getWidth(), getHeight());
175         applyLayerPropertiesToLayer(info);
176         damageSelf(info);
177         transformUpdateNeeded = true;
178     } else if (mLayer->layer.getWidth() != getWidth() || mLayer->layer.getHeight() != getHeight()) {
179         if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
180             LayerRenderer::destroyLayer(mLayer);
181             mLayer = nullptr;
182         }
183         damageSelf(info);
184         transformUpdateNeeded = true;
185     }
186 
187     SkRect dirty;
188     info.damageAccumulator->peekAtDirty(&dirty);
189 
190     if (!mLayer) {
191         Caches::getInstance().dumpMemoryUsage();
192         if (info.errorHandler) {
193             std::string msg = "Unable to create layer for ";
194             msg += getName();
195             info.errorHandler->onError(msg);
196         }
197         return;
198     }
199 
200     if (transformUpdateNeeded) {
201         // update the transform in window of the layer to reset its origin wrt light source position
202         Matrix4 windowTransform;
203         info.damageAccumulator->computeCurrentTransform(&windowTransform);
204         mLayer->setWindowTransform(windowTransform);
205     }
206 
207     if (dirty.intersect(0, 0, getWidth(), getHeight())) {
208         dirty.roundOut(&dirty);
209         mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
210     }
211     // This is not inside the above if because we may have called
212     // updateDeferred on a previous prepare pass that didn't have a renderer
213     if (info.renderer && mLayer->deferredUpdateScheduled) {
214         info.renderer->pushLayerUpdate(mLayer);
215     }
216 
217     if (info.canvasContext) {
218         // There might be prefetched layers that need to be accounted for.
219         // That might be us, so tell CanvasContext that this layer is in the
220         // tree and should not be destroyed.
221         info.canvasContext->markLayerInUse(this);
222     }
223 }
224 
225 /**
226  * Traverse down the the draw tree to prepare for a frame.
227  *
228  * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
229  *
230  * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
231  * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
232  */
prepareTreeImpl(TreeInfo & info,bool functorsNeedLayer)233 void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
234     info.damageAccumulator->pushTransform(this);
235 
236     if (info.mode == TreeInfo::MODE_FULL) {
237         pushStagingPropertiesChanges(info);
238     }
239     uint32_t animatorDirtyMask = 0;
240     if (CC_LIKELY(info.runAnimations)) {
241         animatorDirtyMask = mAnimatorManager.animate(info);
242     }
243 
244     bool willHaveFunctor = false;
245     if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayListData) {
246         willHaveFunctor = !mStagingDisplayListData->functors.isEmpty();
247     } else if (mDisplayListData) {
248         willHaveFunctor = !mDisplayListData->functors.isEmpty();
249     }
250     bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
251             willHaveFunctor, functorsNeedLayer);
252 
253     prepareLayer(info, animatorDirtyMask);
254     if (info.mode == TreeInfo::MODE_FULL) {
255         pushStagingDisplayListChanges(info);
256     }
257     prepareSubTree(info, childFunctorsNeedLayer, mDisplayListData);
258     pushLayerUpdate(info);
259 
260     info.damageAccumulator->popTransform();
261 }
262 
pushStagingPropertiesChanges(TreeInfo & info)263 void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
264     // Push the animators first so that setupStartValueIfNecessary() is called
265     // before properties() is trampled by stagingProperties(), as they are
266     // required by some animators.
267     if (CC_LIKELY(info.runAnimations)) {
268         mAnimatorManager.pushStaging();
269     }
270     if (mDirtyPropertyFields) {
271         mDirtyPropertyFields = 0;
272         damageSelf(info);
273         info.damageAccumulator->popTransform();
274         mProperties = mStagingProperties;
275         applyLayerPropertiesToLayer(info);
276         // We could try to be clever and only re-damage if the matrix changed.
277         // However, we don't need to worry about that. The cost of over-damaging
278         // here is only going to be a single additional map rect of this node
279         // plus a rect join(). The parent's transform (and up) will only be
280         // performed once.
281         info.damageAccumulator->pushTransform(this);
282         damageSelf(info);
283     }
284 }
285 
applyLayerPropertiesToLayer(TreeInfo & info)286 void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
287     if (CC_LIKELY(!mLayer)) return;
288 
289     const LayerProperties& props = properties().layerProperties();
290     mLayer->setAlpha(props.alpha(), props.xferMode());
291     mLayer->setColorFilter(props.colorFilter());
292     mLayer->setBlend(props.needsBlending());
293 }
294 
pushStagingDisplayListChanges(TreeInfo & info)295 void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
296     if (mNeedsDisplayListDataSync) {
297         mNeedsDisplayListDataSync = false;
298         // Make sure we inc first so that we don't fluctuate between 0 and 1,
299         // which would thrash the layer cache
300         if (mStagingDisplayListData) {
301             for (size_t i = 0; i < mStagingDisplayListData->children().size(); i++) {
302                 mStagingDisplayListData->children()[i]->mRenderNode->incParentRefCount();
303             }
304         }
305         // Damage with the old display list first then the new one to catch any
306         // changes in isRenderable or, in the future, bounds
307         damageSelf(info);
308         deleteDisplayListData();
309         // TODO: Remove this caches stuff
310         if (mStagingDisplayListData && mStagingDisplayListData->functors.size()) {
311             Caches::getInstance().registerFunctors(mStagingDisplayListData->functors.size());
312         }
313         mDisplayListData = mStagingDisplayListData;
314         mStagingDisplayListData = nullptr;
315         if (mDisplayListData) {
316             for (size_t i = 0; i < mDisplayListData->functors.size(); i++) {
317                 (*mDisplayListData->functors[i])(DrawGlInfo::kModeSync, nullptr);
318             }
319         }
320         damageSelf(info);
321     }
322 }
323 
deleteDisplayListData()324 void RenderNode::deleteDisplayListData() {
325     if (mDisplayListData) {
326         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
327             mDisplayListData->children()[i]->mRenderNode->decParentRefCount();
328         }
329         if (mDisplayListData->functors.size()) {
330             Caches::getInstance().unregisterFunctors(mDisplayListData->functors.size());
331         }
332     }
333     delete mDisplayListData;
334     mDisplayListData = nullptr;
335 }
336 
prepareSubTree(TreeInfo & info,bool functorsNeedLayer,DisplayListData * subtree)337 void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayListData* subtree) {
338     if (subtree) {
339         TextureCache& cache = Caches::getInstance().textureCache;
340         info.out.hasFunctors |= subtree->functors.size();
341         for (size_t i = 0; info.prepareTextures && i < subtree->bitmapResources.size(); i++) {
342             info.prepareTextures = cache.prefetchAndMarkInUse(
343                     info.canvasContext, subtree->bitmapResources[i]);
344         }
345         for (size_t i = 0; i < subtree->children().size(); i++) {
346             DrawRenderNodeOp* op = subtree->children()[i];
347             RenderNode* childNode = op->mRenderNode;
348             info.damageAccumulator->pushTransform(&op->mTransformFromParent);
349             bool childFunctorsNeedLayer = functorsNeedLayer
350                     // Recorded with non-rect clip, or canvas-rotated by parent
351                     || op->mRecordedWithPotentialStencilClip;
352             childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
353             info.damageAccumulator->popTransform();
354         }
355     }
356 }
357 
destroyHardwareResources()358 void RenderNode::destroyHardwareResources() {
359     if (mLayer) {
360         LayerRenderer::destroyLayer(mLayer);
361         mLayer = nullptr;
362     }
363     if (mDisplayListData) {
364         for (size_t i = 0; i < mDisplayListData->children().size(); i++) {
365             mDisplayListData->children()[i]->mRenderNode->destroyHardwareResources();
366         }
367         if (mNeedsDisplayListDataSync) {
368             // Next prepare tree we are going to push a new display list, so we can
369             // drop our current one now
370             deleteDisplayListData();
371         }
372     }
373 }
374 
decParentRefCount()375 void RenderNode::decParentRefCount() {
376     LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
377     mParentCount--;
378     if (!mParentCount) {
379         // If a child of ours is being attached to our parent then this will incorrectly
380         // destroy its hardware resources. However, this situation is highly unlikely
381         // and the failure is "just" that the layer is re-created, so this should
382         // be safe enough
383         destroyHardwareResources();
384     }
385 }
386 
387 /*
388  * For property operations, we pass a savecount of 0, since the operations aren't part of the
389  * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
390  * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
391  */
392 #define PROPERTY_SAVECOUNT 0
393 
394 template <class T>
setViewProperties(OpenGLRenderer & renderer,T & handler)395 void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
396 #if DEBUG_DISPLAY_LIST
397     properties().debugOutputProperties(handler.level() + 1);
398 #endif
399     if (properties().getLeft() != 0 || properties().getTop() != 0) {
400         renderer.translate(properties().getLeft(), properties().getTop());
401     }
402     if (properties().getStaticMatrix()) {
403         renderer.concatMatrix(*properties().getStaticMatrix());
404     } else if (properties().getAnimationMatrix()) {
405         renderer.concatMatrix(*properties().getAnimationMatrix());
406     }
407     if (properties().hasTransformMatrix()) {
408         if (properties().isTransformTranslateOnly()) {
409             renderer.translate(properties().getTranslationX(), properties().getTranslationY());
410         } else {
411             renderer.concatMatrix(*properties().getTransformMatrix());
412         }
413     }
414     const bool isLayer = properties().effectiveLayerType() != LayerType::None;
415     int clipFlags = properties().getClippingFlags();
416     if (properties().getAlpha() < 1) {
417         if (isLayer) {
418             clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
419         }
420         if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
421             // simply scale rendering content's alpha
422             renderer.scaleAlpha(properties().getAlpha());
423         } else {
424             // savelayer needed to create an offscreen buffer
425             Rect layerBounds(0, 0, getWidth(), getHeight());
426             if (clipFlags) {
427                 properties().getClippingRectForFlags(clipFlags, &layerBounds);
428                 clipFlags = 0; // all clipping done by savelayer
429             }
430             SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
431                     layerBounds.left, layerBounds.top,
432                     layerBounds.right, layerBounds.bottom,
433                     (int) (properties().getAlpha() * 255),
434                     SkCanvas::kHasAlphaLayer_SaveFlag | SkCanvas::kClipToLayer_SaveFlag);
435             handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
436         }
437 
438         if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
439             // pretend alpha always causes savelayer to warn about
440             // performance problem affecting old versions
441             ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
442                     static_cast<int>(getWidth()),
443                     static_cast<int>(getHeight()));
444         }
445     }
446     if (clipFlags) {
447         Rect clipRect;
448         properties().getClippingRectForFlags(clipFlags, &clipRect);
449         ClipRectOp* op = new (handler.allocator()) ClipRectOp(
450                 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
451                 SkRegion::kIntersect_Op);
452         handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
453     }
454 
455     // TODO: support nesting round rect clips
456     if (mProperties.getRevealClip().willClip()) {
457         Rect bounds;
458         mProperties.getRevealClip().getBounds(&bounds);
459         renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
460     } else if (mProperties.getOutline().willClip()) {
461         renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
462     }
463 }
464 
465 /**
466  * Apply property-based transformations to input matrix
467  *
468  * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
469  * matrix computation instead of the Skia 3x3 matrix + camera hackery.
470  */
applyViewPropertyTransforms(mat4 & matrix,bool true3dTransform) const471 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
472     if (properties().getLeft() != 0 || properties().getTop() != 0) {
473         matrix.translate(properties().getLeft(), properties().getTop());
474     }
475     if (properties().getStaticMatrix()) {
476         mat4 stat(*properties().getStaticMatrix());
477         matrix.multiply(stat);
478     } else if (properties().getAnimationMatrix()) {
479         mat4 anim(*properties().getAnimationMatrix());
480         matrix.multiply(anim);
481     }
482 
483     bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
484     if (properties().hasTransformMatrix() || applyTranslationZ) {
485         if (properties().isTransformTranslateOnly()) {
486             matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
487                     true3dTransform ? properties().getZ() : 0.0f);
488         } else {
489             if (!true3dTransform) {
490                 matrix.multiply(*properties().getTransformMatrix());
491             } else {
492                 mat4 true3dMat;
493                 true3dMat.loadTranslate(
494                         properties().getPivotX() + properties().getTranslationX(),
495                         properties().getPivotY() + properties().getTranslationY(),
496                         properties().getZ());
497                 true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
498                 true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
499                 true3dMat.rotate(properties().getRotation(), 0, 0, 1);
500                 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
501                 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
502 
503                 matrix.multiply(true3dMat);
504             }
505         }
506     }
507 }
508 
509 /**
510  * Organizes the DisplayList hierarchy to prepare for background projection reordering.
511  *
512  * This should be called before a call to defer() or drawDisplayList()
513  *
514  * Each DisplayList that serves as a 3d root builds its list of composited children,
515  * which are flagged to not draw in the standard draw loop.
516  */
computeOrdering()517 void RenderNode::computeOrdering() {
518     ATRACE_CALL();
519     mProjectedNodes.clear();
520 
521     // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
522     // transform properties are applied correctly to top level children
523     if (mDisplayListData == nullptr) return;
524     for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
525         DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
526         childOp->mRenderNode->computeOrderingImpl(childOp,
527                 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
528     }
529 }
530 
computeOrderingImpl(DrawRenderNodeOp * opState,const SkPath * outlineOfProjectionSurface,Vector<DrawRenderNodeOp * > * compositedChildrenOfProjectionSurface,const mat4 * transformFromProjectionSurface)531 void RenderNode::computeOrderingImpl(
532         DrawRenderNodeOp* opState,
533         const SkPath* outlineOfProjectionSurface,
534         Vector<DrawRenderNodeOp*>* compositedChildrenOfProjectionSurface,
535         const mat4* transformFromProjectionSurface) {
536     mProjectedNodes.clear();
537     if (mDisplayListData == nullptr || mDisplayListData->isEmpty()) return;
538 
539     // TODO: should avoid this calculation in most cases
540     // TODO: just calculate single matrix, down to all leaf composited elements
541     Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
542     localTransformFromProjectionSurface.multiply(opState->mTransformFromParent);
543 
544     if (properties().getProjectBackwards()) {
545         // composited projectee, flag for out of order draw, save matrix, and store in proj surface
546         opState->mSkipInOrderDraw = true;
547         opState->mTransformFromCompositingAncestor.load(localTransformFromProjectionSurface);
548         compositedChildrenOfProjectionSurface->add(opState);
549     } else {
550         // standard in order draw
551         opState->mSkipInOrderDraw = false;
552     }
553 
554     if (mDisplayListData->children().size() > 0) {
555         const bool isProjectionReceiver = mDisplayListData->projectionReceiveIndex >= 0;
556         bool haveAppliedPropertiesToProjection = false;
557         for (unsigned int i = 0; i < mDisplayListData->children().size(); i++) {
558             DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
559             RenderNode* child = childOp->mRenderNode;
560 
561             const SkPath* projectionOutline = nullptr;
562             Vector<DrawRenderNodeOp*>* projectionChildren = nullptr;
563             const mat4* projectionTransform = nullptr;
564             if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
565                 // if receiving projections, collect projecting descendant
566 
567                 // Note that if a direct descendant is projecting backwards, we pass its
568                 // grandparent projection collection, since it shouldn't project onto its
569                 // parent, where it will already be drawing.
570                 projectionOutline = properties().getOutline().getPath();
571                 projectionChildren = &mProjectedNodes;
572                 projectionTransform = &mat4::identity();
573             } else {
574                 if (!haveAppliedPropertiesToProjection) {
575                     applyViewPropertyTransforms(localTransformFromProjectionSurface);
576                     haveAppliedPropertiesToProjection = true;
577                 }
578                 projectionOutline = outlineOfProjectionSurface;
579                 projectionChildren = compositedChildrenOfProjectionSurface;
580                 projectionTransform = &localTransformFromProjectionSurface;
581             }
582             child->computeOrderingImpl(childOp,
583                     projectionOutline, projectionChildren, projectionTransform);
584         }
585     }
586 }
587 
588 class DeferOperationHandler {
589 public:
DeferOperationHandler(DeferStateStruct & deferStruct,int level)590     DeferOperationHandler(DeferStateStruct& deferStruct, int level)
591         : mDeferStruct(deferStruct), mLevel(level) {}
operator ()(DisplayListOp * operation,int saveCount,bool clipToBounds)592     inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
593         operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
594     }
allocator()595     inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
startMark(const char * name)596     inline void startMark(const char* name) {} // do nothing
endMark()597     inline void endMark() {}
level()598     inline int level() { return mLevel; }
replayFlags()599     inline int replayFlags() { return mDeferStruct.mReplayFlags; }
allocPathForFrame()600     inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
601 
602 private:
603     DeferStateStruct& mDeferStruct;
604     const int mLevel;
605 };
606 
defer(DeferStateStruct & deferStruct,const int level)607 void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
608     DeferOperationHandler handler(deferStruct, level);
609     issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
610 }
611 
612 class ReplayOperationHandler {
613 public:
ReplayOperationHandler(ReplayStateStruct & replayStruct,int level)614     ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
615         : mReplayStruct(replayStruct), mLevel(level) {}
operator ()(DisplayListOp * operation,int saveCount,bool clipToBounds)616     inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
617 #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
618         mReplayStruct.mRenderer.eventMark(operation->name());
619 #endif
620         operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
621     }
allocator()622     inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
startMark(const char * name)623     inline void startMark(const char* name) {
624         mReplayStruct.mRenderer.startMark(name);
625     }
endMark()626     inline void endMark() {
627         mReplayStruct.mRenderer.endMark();
628     }
level()629     inline int level() { return mLevel; }
replayFlags()630     inline int replayFlags() { return mReplayStruct.mReplayFlags; }
allocPathForFrame()631     inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
632 
633 private:
634     ReplayStateStruct& mReplayStruct;
635     const int mLevel;
636 };
637 
replay(ReplayStateStruct & replayStruct,const int level)638 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
639     ReplayOperationHandler handler(replayStruct, level);
640     issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
641 }
642 
buildZSortedChildList(const DisplayListData::Chunk & chunk,Vector<ZDrawRenderNodeOpPair> & zTranslatedNodes)643 void RenderNode::buildZSortedChildList(const DisplayListData::Chunk& chunk,
644         Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
645     if (chunk.beginChildIndex == chunk.endChildIndex) return;
646 
647     for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
648         DrawRenderNodeOp* childOp = mDisplayListData->children()[i];
649         RenderNode* child = childOp->mRenderNode;
650         float childZ = child->properties().getZ();
651 
652         if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
653             zTranslatedNodes.add(ZDrawRenderNodeOpPair(childZ, childOp));
654             childOp->mSkipInOrderDraw = true;
655         } else if (!child->properties().getProjectBackwards()) {
656             // regular, in order drawing DisplayList
657             childOp->mSkipInOrderDraw = false;
658         }
659     }
660 
661     // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
662     std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
663 }
664 
665 template <class T>
issueDrawShadowOperation(const Matrix4 & transformFromParent,T & handler)666 void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
667     if (properties().getAlpha() <= 0.0f
668             || properties().getOutline().getAlpha() <= 0.0f
669             || !properties().getOutline().getPath()) {
670         // no shadow to draw
671         return;
672     }
673 
674     mat4 shadowMatrixXY(transformFromParent);
675     applyViewPropertyTransforms(shadowMatrixXY);
676 
677     // Z matrix needs actual 3d transformation, so mapped z values will be correct
678     mat4 shadowMatrixZ(transformFromParent);
679     applyViewPropertyTransforms(shadowMatrixZ, true);
680 
681     const SkPath* casterOutlinePath = properties().getOutline().getPath();
682     const SkPath* revealClipPath = properties().getRevealClip().getPath();
683     if (revealClipPath && revealClipPath->isEmpty()) return;
684 
685     float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
686 
687 
688     // holds temporary SkPath to store the result of intersections
689     SkPath* frameAllocatedPath = nullptr;
690     const SkPath* outlinePath = casterOutlinePath;
691 
692     // intersect the outline with the reveal clip, if present
693     if (revealClipPath) {
694         frameAllocatedPath = handler.allocPathForFrame();
695 
696         Op(*outlinePath, *revealClipPath, kIntersect_PathOp, frameAllocatedPath);
697         outlinePath = frameAllocatedPath;
698     }
699 
700     // intersect the outline with the clipBounds, if present
701     if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
702         if (!frameAllocatedPath) {
703             frameAllocatedPath = handler.allocPathForFrame();
704         }
705 
706         Rect clipBounds;
707         properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
708         SkPath clipBoundsPath;
709         clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
710                 clipBounds.right, clipBounds.bottom);
711 
712         Op(*outlinePath, clipBoundsPath, kIntersect_PathOp, frameAllocatedPath);
713         outlinePath = frameAllocatedPath;
714     }
715 
716     DisplayListOp* shadowOp  = new (handler.allocator()) DrawShadowOp(
717             shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
718     handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
719 }
720 
721 #define SHADOW_DELTA 0.1f
722 
723 template <class T>
issueOperationsOf3dChildren(ChildrenSelectMode mode,const Matrix4 & initialTransform,const Vector<ZDrawRenderNodeOpPair> & zTranslatedNodes,OpenGLRenderer & renderer,T & handler)724 void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
725         const Matrix4& initialTransform, const Vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
726         OpenGLRenderer& renderer, T& handler) {
727     const int size = zTranslatedNodes.size();
728     if (size == 0
729             || (mode == kNegativeZChildren && zTranslatedNodes[0].key > 0.0f)
730             || (mode == kPositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
731         // no 3d children to draw
732         return;
733     }
734 
735     // Apply the base transform of the parent of the 3d children. This isolates
736     // 3d children of the current chunk from transformations made in previous chunks.
737     int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
738     renderer.setMatrix(initialTransform);
739 
740     /**
741      * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
742      * with very similar Z heights to draw together.
743      *
744      * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
745      * underneath both, and neither's shadow is drawn on top of the other.
746      */
747     const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
748     size_t drawIndex, shadowIndex, endIndex;
749     if (mode == kNegativeZChildren) {
750         drawIndex = 0;
751         endIndex = nonNegativeIndex;
752         shadowIndex = endIndex; // draw no shadows
753     } else {
754         drawIndex = nonNegativeIndex;
755         endIndex = size;
756         shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
757     }
758 
759     DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
760             endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
761 
762     float lastCasterZ = 0.0f;
763     while (shadowIndex < endIndex || drawIndex < endIndex) {
764         if (shadowIndex < endIndex) {
765             DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
766             RenderNode* caster = casterOp->mRenderNode;
767             const float casterZ = zTranslatedNodes[shadowIndex].key;
768             // attempt to render the shadow if the caster about to be drawn is its caster,
769             // OR if its caster's Z value is similar to the previous potential caster
770             if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
771                 caster->issueDrawShadowOperation(casterOp->mTransformFromParent, handler);
772 
773                 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
774                 shadowIndex++;
775                 continue;
776             }
777         }
778 
779         // only the actual child DL draw needs to be in save/restore,
780         // since it modifies the renderer's matrix
781         int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
782 
783         DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
784 
785         renderer.concatMatrix(childOp->mTransformFromParent);
786         childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
787         handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
788         childOp->mSkipInOrderDraw = true;
789 
790         renderer.restoreToCount(restoreTo);
791         drawIndex++;
792     }
793     renderer.restoreToCount(rootRestoreTo);
794 }
795 
796 template <class T>
issueOperationsOfProjectedChildren(OpenGLRenderer & renderer,T & handler)797 void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
798     DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
799     const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
800     int restoreTo = renderer.getSaveCount();
801 
802     LinearAllocator& alloc = handler.allocator();
803     handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
804             PROPERTY_SAVECOUNT, properties().getClipToBounds());
805 
806     // Transform renderer to match background we're projecting onto
807     // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
808     const DisplayListOp* op =
809             (mDisplayListData->displayListOps[mDisplayListData->projectionReceiveIndex]);
810     const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
811     const RenderProperties& backgroundProps = backgroundOp->mRenderNode->properties();
812     renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
813 
814     // If the projection reciever has an outline, we mask projected content to it
815     // (which we know, apriori, are all tessellated paths)
816     renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
817 
818     // draw projected nodes
819     for (size_t i = 0; i < mProjectedNodes.size(); i++) {
820         DrawRenderNodeOp* childOp = mProjectedNodes[i];
821 
822         // matrix save, concat, and restore can be done safely without allocating operations
823         int restoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag);
824         renderer.concatMatrix(childOp->mTransformFromCompositingAncestor);
825         childOp->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
826         handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
827         childOp->mSkipInOrderDraw = true;
828         renderer.restoreToCount(restoreTo);
829     }
830 
831     handler(new (alloc) RestoreToCountOp(restoreTo),
832             PROPERTY_SAVECOUNT, properties().getClipToBounds());
833 }
834 
835 /**
836  * This function serves both defer and replay modes, and will organize the displayList's component
837  * operations for a single frame:
838  *
839  * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
840  * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
841  * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
842  * defer vs replay logic, per operation
843  */
844 template <class T>
issueOperations(OpenGLRenderer & renderer,T & handler)845 void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
846     if (mDisplayListData->isEmpty()) {
847         DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
848                 this, getName());
849         return;
850     }
851 
852     const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
853     // If we are updating the contents of mLayer, we don't want to apply any of
854     // the RenderNode's properties to this issueOperations pass. Those will all
855     // be applied when the layer is drawn, aka when this is true.
856     const bool useViewProperties = (!mLayer || drawLayer);
857     if (useViewProperties) {
858         const Outline& outline = properties().getOutline();
859         if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
860             DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
861                     this, getName());
862             return;
863         }
864     }
865 
866     handler.startMark(getName());
867 
868 #if DEBUG_DISPLAY_LIST
869     const Rect& clipRect = renderer.getLocalClipBounds();
870     DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
871             handler.level() * 2, "", this, getName(),
872             clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
873 #endif
874 
875     LinearAllocator& alloc = handler.allocator();
876     int restoreTo = renderer.getSaveCount();
877     handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
878             PROPERTY_SAVECOUNT, properties().getClipToBounds());
879 
880     DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
881             SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag, restoreTo);
882 
883     if (useViewProperties) {
884         setViewProperties<T>(renderer, handler);
885     }
886 
887     bool quickRejected = properties().getClipToBounds()
888             && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
889     if (!quickRejected) {
890         Matrix4 initialTransform(*(renderer.currentTransform()));
891         renderer.setBaseTransform(initialTransform);
892 
893         if (drawLayer) {
894             handler(new (alloc) DrawLayerOp(mLayer, 0, 0),
895                     renderer.getSaveCount() - 1, properties().getClipToBounds());
896         } else {
897             const int saveCountOffset = renderer.getSaveCount() - 1;
898             const int projectionReceiveIndex = mDisplayListData->projectionReceiveIndex;
899             for (size_t chunkIndex = 0; chunkIndex < mDisplayListData->getChunks().size(); chunkIndex++) {
900                 const DisplayListData::Chunk& chunk = mDisplayListData->getChunks()[chunkIndex];
901 
902                 Vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
903                 buildZSortedChildList(chunk, zTranslatedNodes);
904 
905                 issueOperationsOf3dChildren(kNegativeZChildren,
906                         initialTransform, zTranslatedNodes, renderer, handler);
907 
908 
909                 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
910                     DisplayListOp *op = mDisplayListData->displayListOps[opIndex];
911 #if DEBUG_DISPLAY_LIST
912                     op->output(handler.level() + 1);
913 #endif
914                     handler(op, saveCountOffset, properties().getClipToBounds());
915 
916                     if (CC_UNLIKELY(!mProjectedNodes.isEmpty() && projectionReceiveIndex >= 0 &&
917                         opIndex == static_cast<size_t>(projectionReceiveIndex))) {
918                         issueOperationsOfProjectedChildren(renderer, handler);
919                     }
920                 }
921 
922                 issueOperationsOf3dChildren(kPositiveZChildren,
923                         initialTransform, zTranslatedNodes, renderer, handler);
924             }
925         }
926     }
927 
928     DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
929     handler(new (alloc) RestoreToCountOp(restoreTo),
930             PROPERTY_SAVECOUNT, properties().getClipToBounds());
931 
932     DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
933     handler.endMark();
934 }
935 
936 } /* namespace uirenderer */
937 } /* namespace android */
938