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 #include "RenderNode.h"
18
19 #include "DamageAccumulator.h"
20 #include "Debug.h"
21 #if HWUI_NEW_OPS
22 #include "BakedOpRenderer.h"
23 #include "RecordedOp.h"
24 #include "OpDumper.h"
25 #endif
26 #include "DisplayListOp.h"
27 #include "LayerRenderer.h"
28 #include "OpenGLRenderer.h"
29 #include "TreeInfo.h"
30 #include "utils/MathUtils.h"
31 #include "utils/TraceUtils.h"
32 #include "renderthread/CanvasContext.h"
33
34 #include "protos/hwui.pb.h"
35 #include "protos/ProtoHelpers.h"
36
37 #include <algorithm>
38 #include <sstream>
39 #include <string>
40
41 namespace android {
42 namespace uirenderer {
43
debugDumpLayers(const char * prefix)44 void RenderNode::debugDumpLayers(const char* prefix) {
45 #if HWUI_NEW_OPS
46 LOG_ALWAYS_FATAL("TODO: dump layer");
47 #else
48 if (mLayer) {
49 ALOGD("%sNode %p (%s) has layer %p (fbo = %u, wasBuildLayered = %s)",
50 prefix, this, getName(), mLayer, mLayer->getFbo(),
51 mLayer->wasBuildLayered ? "true" : "false");
52 }
53 #endif
54 if (mDisplayList) {
55 for (auto&& child : mDisplayList->getChildren()) {
56 child->renderNode->debugDumpLayers(prefix);
57 }
58 }
59 }
60
RenderNode()61 RenderNode::RenderNode()
62 : mDirtyPropertyFields(0)
63 , mNeedsDisplayListSync(false)
64 , mDisplayList(nullptr)
65 , mStagingDisplayList(nullptr)
66 , mAnimatorManager(*this)
67 , mParentCount(0) {
68 }
69
~RenderNode()70 RenderNode::~RenderNode() {
71 deleteDisplayList(nullptr);
72 delete mStagingDisplayList;
73 #if HWUI_NEW_OPS
74 LOG_ALWAYS_FATAL_IF(mLayer, "layer missed detachment!");
75 #else
76 if (mLayer) {
77 ALOGW("Memory Warning: Layer %p missed its detachment, held on to for far too long!", mLayer);
78 mLayer->postDecStrong();
79 mLayer = nullptr;
80 }
81 #endif
82 }
83
setStagingDisplayList(DisplayList * displayList,TreeObserver * observer)84 void RenderNode::setStagingDisplayList(DisplayList* displayList, TreeObserver* observer) {
85 mNeedsDisplayListSync = true;
86 delete mStagingDisplayList;
87 mStagingDisplayList = displayList;
88 // If mParentCount == 0 we are the sole reference to this RenderNode,
89 // so immediately free the old display list
90 if (!mParentCount && !mStagingDisplayList) {
91 deleteDisplayList(observer);
92 }
93 }
94
95 /**
96 * This function is a simplified version of replay(), where we simply retrieve and log the
97 * display list. This function should remain in sync with the replay() function.
98 */
99 #if HWUI_NEW_OPS
output(uint32_t level,const char * label)100 void RenderNode::output(uint32_t level, const char* label) {
101 ALOGD("%s (%s %p%s%s%s%s%s)",
102 label,
103 getName(),
104 this,
105 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
106 (properties().hasShadow() ? ", casting shadow" : ""),
107 (isRenderable() ? "" : ", empty"),
108 (properties().getProjectBackwards() ? ", projected" : ""),
109 (mLayer != nullptr ? ", on HW Layer" : ""));
110 properties().debugOutputProperties(level + 1);
111
112 if (mDisplayList) {
113 for (auto&& op : mDisplayList->getOps()) {
114 std::stringstream strout;
115 OpDumper::dump(*op, strout, level + 1);
116 if (op->opId == RecordedOpId::RenderNodeOp) {
117 auto rnOp = reinterpret_cast<const RenderNodeOp*>(op);
118 rnOp->renderNode->output(level + 1, strout.str().c_str());
119 } else {
120 ALOGD("%s", strout.str().c_str());
121 }
122 }
123 }
124 ALOGD("%*s/RenderNode(%s %p)", level * 2, "", getName(), this);
125 }
126 #else
output(uint32_t level)127 void RenderNode::output(uint32_t level) {
128 ALOGD("%*sStart display list (%p, %s%s%s%s%s%s)", (level - 1) * 2, "", this,
129 getName(),
130 (MathUtils::isZero(properties().getAlpha()) ? ", zero alpha" : ""),
131 (properties().hasShadow() ? ", casting shadow" : ""),
132 (isRenderable() ? "" : ", empty"),
133 (properties().getProjectBackwards() ? ", projected" : ""),
134 (mLayer != nullptr ? ", on HW Layer" : ""));
135 ALOGD("%*s%s %d", level * 2, "", "Save", SaveFlags::MatrixClip);
136 properties().debugOutputProperties(level);
137 if (mDisplayList) {
138 // TODO: consider printing the chunk boundaries here
139 for (auto&& op : mDisplayList->getOps()) {
140 op->output(level, DisplayListOp::kOpLogFlag_Recurse);
141 }
142 }
143 ALOGD("%*sDone (%p, %s)", (level - 1) * 2, "", this, getName());
144 }
145 #endif
146
copyTo(proto::RenderNode * pnode)147 void RenderNode::copyTo(proto::RenderNode *pnode) {
148 pnode->set_id(static_cast<uint64_t>(
149 reinterpret_cast<uintptr_t>(this)));
150 pnode->set_name(mName.string(), mName.length());
151
152 proto::RenderProperties* pprops = pnode->mutable_properties();
153 pprops->set_left(properties().getLeft());
154 pprops->set_top(properties().getTop());
155 pprops->set_right(properties().getRight());
156 pprops->set_bottom(properties().getBottom());
157 pprops->set_clip_flags(properties().getClippingFlags());
158 pprops->set_alpha(properties().getAlpha());
159 pprops->set_translation_x(properties().getTranslationX());
160 pprops->set_translation_y(properties().getTranslationY());
161 pprops->set_translation_z(properties().getTranslationZ());
162 pprops->set_elevation(properties().getElevation());
163 pprops->set_rotation(properties().getRotation());
164 pprops->set_rotation_x(properties().getRotationX());
165 pprops->set_rotation_y(properties().getRotationY());
166 pprops->set_scale_x(properties().getScaleX());
167 pprops->set_scale_y(properties().getScaleY());
168 pprops->set_pivot_x(properties().getPivotX());
169 pprops->set_pivot_y(properties().getPivotY());
170 pprops->set_has_overlapping_rendering(properties().getHasOverlappingRendering());
171 pprops->set_pivot_explicitly_set(properties().isPivotExplicitlySet());
172 pprops->set_project_backwards(properties().getProjectBackwards());
173 pprops->set_projection_receiver(properties().isProjectionReceiver());
174 set(pprops->mutable_clip_bounds(), properties().getClipBounds());
175
176 const Outline& outline = properties().getOutline();
177 if (outline.getType() != Outline::Type::None) {
178 proto::Outline* poutline = pprops->mutable_outline();
179 poutline->clear_path();
180 if (outline.getType() == Outline::Type::Empty) {
181 poutline->set_type(proto::Outline_Type_Empty);
182 } else if (outline.getType() == Outline::Type::ConvexPath) {
183 poutline->set_type(proto::Outline_Type_ConvexPath);
184 if (const SkPath* path = outline.getPath()) {
185 set(poutline->mutable_path(), *path);
186 }
187 } else if (outline.getType() == Outline::Type::RoundRect) {
188 poutline->set_type(proto::Outline_Type_RoundRect);
189 } else {
190 ALOGW("Uknown outline type! %d", static_cast<int>(outline.getType()));
191 poutline->set_type(proto::Outline_Type_None);
192 }
193 poutline->set_should_clip(outline.getShouldClip());
194 poutline->set_alpha(outline.getAlpha());
195 poutline->set_radius(outline.getRadius());
196 set(poutline->mutable_bounds(), outline.getBounds());
197 } else {
198 pprops->clear_outline();
199 }
200
201 const RevealClip& revealClip = properties().getRevealClip();
202 if (revealClip.willClip()) {
203 proto::RevealClip* prevealClip = pprops->mutable_reveal_clip();
204 prevealClip->set_x(revealClip.getX());
205 prevealClip->set_y(revealClip.getY());
206 prevealClip->set_radius(revealClip.getRadius());
207 } else {
208 pprops->clear_reveal_clip();
209 }
210
211 pnode->clear_children();
212 if (mDisplayList) {
213 for (auto&& child : mDisplayList->getChildren()) {
214 child->renderNode->copyTo(pnode->add_children());
215 }
216 }
217 }
218
getDebugSize()219 int RenderNode::getDebugSize() {
220 int size = sizeof(RenderNode);
221 if (mStagingDisplayList) {
222 size += mStagingDisplayList->getUsedSize();
223 }
224 if (mDisplayList && mDisplayList != mStagingDisplayList) {
225 size += mDisplayList->getUsedSize();
226 }
227 return size;
228 }
229
prepareTree(TreeInfo & info)230 void RenderNode::prepareTree(TreeInfo& info) {
231 ATRACE_CALL();
232 LOG_ALWAYS_FATAL_IF(!info.damageAccumulator, "DamageAccumulator missing");
233
234 // Functors don't correctly handle stencil usage of overdraw debugging - shove 'em in a layer.
235 bool functorsNeedLayer = Properties::debugOverdraw;
236
237 prepareTreeImpl(info, functorsNeedLayer);
238 }
239
addAnimator(const sp<BaseRenderNodeAnimator> & animator)240 void RenderNode::addAnimator(const sp<BaseRenderNodeAnimator>& animator) {
241 mAnimatorManager.addAnimator(animator);
242 }
243
removeAnimator(const sp<BaseRenderNodeAnimator> & animator)244 void RenderNode::removeAnimator(const sp<BaseRenderNodeAnimator>& animator) {
245 mAnimatorManager.removeAnimator(animator);
246 }
247
damageSelf(TreeInfo & info)248 void RenderNode::damageSelf(TreeInfo& info) {
249 if (isRenderable()) {
250 if (properties().getClipDamageToBounds()) {
251 info.damageAccumulator->dirty(0, 0, properties().getWidth(), properties().getHeight());
252 } else {
253 // Hope this is big enough?
254 // TODO: Get this from the display list ops or something
255 info.damageAccumulator->dirty(DIRTY_MIN, DIRTY_MIN, DIRTY_MAX, DIRTY_MAX);
256 }
257 }
258 }
259
prepareLayer(TreeInfo & info,uint32_t dirtyMask)260 void RenderNode::prepareLayer(TreeInfo& info, uint32_t dirtyMask) {
261 LayerType layerType = properties().effectiveLayerType();
262 if (CC_UNLIKELY(layerType == LayerType::RenderLayer)) {
263 // Damage applied so far needs to affect our parent, but does not require
264 // the layer to be updated. So we pop/push here to clear out the current
265 // damage and get a clean state for display list or children updates to
266 // affect, which will require the layer to be updated
267 info.damageAccumulator->popTransform();
268 info.damageAccumulator->pushTransform(this);
269 if (dirtyMask & DISPLAY_LIST) {
270 damageSelf(info);
271 }
272 }
273 }
274
createLayer(RenderState & renderState,uint32_t width,uint32_t height)275 static layer_t* createLayer(RenderState& renderState, uint32_t width, uint32_t height) {
276 #if HWUI_NEW_OPS
277 return renderState.layerPool().get(renderState, width, height);
278 #else
279 return LayerRenderer::createRenderLayer(renderState, width, height);
280 #endif
281 }
282
destroyLayer(layer_t * layer)283 static void destroyLayer(layer_t* layer) {
284 #if HWUI_NEW_OPS
285 RenderState& renderState = layer->renderState;
286 renderState.layerPool().putOrDelete(layer);
287 #else
288 LayerRenderer::destroyLayer(layer);
289 #endif
290 }
291
layerMatchesWidthAndHeight(layer_t * layer,int width,int height)292 static bool layerMatchesWidthAndHeight(layer_t* layer, int width, int height) {
293 #if HWUI_NEW_OPS
294 return layer->viewportWidth == (uint32_t) width && layer->viewportHeight == (uint32_t)height;
295 #else
296 return layer->layer.getWidth() == width && layer->layer.getHeight() == height;
297 #endif
298 }
299
pushLayerUpdate(TreeInfo & info)300 void RenderNode::pushLayerUpdate(TreeInfo& info) {
301 LayerType layerType = properties().effectiveLayerType();
302 // If we are not a layer OR we cannot be rendered (eg, view was detached)
303 // we need to destroy any Layers we may have had previously
304 if (CC_LIKELY(layerType != LayerType::RenderLayer)
305 || CC_UNLIKELY(!isRenderable())
306 || CC_UNLIKELY(properties().getWidth() == 0)
307 || CC_UNLIKELY(properties().getHeight() == 0)) {
308 if (CC_UNLIKELY(mLayer)) {
309 destroyLayer(mLayer);
310 mLayer = nullptr;
311 }
312 return;
313 }
314
315 bool transformUpdateNeeded = false;
316 if (!mLayer) {
317 mLayer = createLayer(info.canvasContext.getRenderState(), getWidth(), getHeight());
318 #if !HWUI_NEW_OPS
319 applyLayerPropertiesToLayer(info);
320 #endif
321 damageSelf(info);
322 transformUpdateNeeded = true;
323 } else if (!layerMatchesWidthAndHeight(mLayer, getWidth(), getHeight())) {
324 #if HWUI_NEW_OPS
325 // TODO: remove now irrelevant, currently enqueued damage (respecting damage ordering)
326 // Or, ideally, maintain damage between frames on node/layer so ordering is always correct
327 RenderState& renderState = mLayer->renderState;
328 if (properties().fitsOnLayer()) {
329 mLayer = renderState.layerPool().resize(mLayer, getWidth(), getHeight());
330 } else {
331 #else
332 if (!LayerRenderer::resizeLayer(mLayer, getWidth(), getHeight())) {
333 #endif
334 destroyLayer(mLayer);
335 mLayer = nullptr;
336 }
337 damageSelf(info);
338 transformUpdateNeeded = true;
339 }
340
341 SkRect dirty;
342 info.damageAccumulator->peekAtDirty(&dirty);
343
344 if (!mLayer) {
345 Caches::getInstance().dumpMemoryUsage();
346 if (info.errorHandler) {
347 std::ostringstream err;
348 err << "Unable to create layer for " << getName();
349 const int maxTextureSize = Caches::getInstance().maxTextureSize;
350 if (getWidth() > maxTextureSize || getHeight() > maxTextureSize) {
351 err << ", size " << getWidth() << "x" << getHeight()
352 << " exceeds max size " << maxTextureSize;
353 } else {
354 err << ", see logcat for more info";
355 }
356 info.errorHandler->onError(err.str());
357 }
358 return;
359 }
360
361 if (transformUpdateNeeded && mLayer) {
362 // update the transform in window of the layer to reset its origin wrt light source position
363 Matrix4 windowTransform;
364 info.damageAccumulator->computeCurrentTransform(&windowTransform);
365 mLayer->setWindowTransform(windowTransform);
366 }
367
368 #if HWUI_NEW_OPS
369 info.layerUpdateQueue->enqueueLayerWithDamage(this, dirty);
370 #else
371 if (dirty.intersect(0, 0, getWidth(), getHeight())) {
372 dirty.roundOut(&dirty);
373 mLayer->updateDeferred(this, dirty.fLeft, dirty.fTop, dirty.fRight, dirty.fBottom);
374 }
375 // This is not inside the above if because we may have called
376 // updateDeferred on a previous prepare pass that didn't have a renderer
377 if (info.renderer && mLayer->deferredUpdateScheduled) {
378 info.renderer->pushLayerUpdate(mLayer);
379 }
380 #endif
381
382 // There might be prefetched layers that need to be accounted for.
383 // That might be us, so tell CanvasContext that this layer is in the
384 // tree and should not be destroyed.
385 info.canvasContext.markLayerInUse(this);
386 }
387
388 /**
389 * Traverse down the the draw tree to prepare for a frame.
390 *
391 * MODE_FULL = UI Thread-driven (thus properties must be synced), otherwise RT driven
392 *
393 * While traversing down the tree, functorsNeedLayer flag is set to true if anything that uses the
394 * stencil buffer may be needed. Views that use a functor to draw will be forced onto a layer.
395 */
396 void RenderNode::prepareTreeImpl(TreeInfo& info, bool functorsNeedLayer) {
397 info.damageAccumulator->pushTransform(this);
398
399 if (info.mode == TreeInfo::MODE_FULL) {
400 pushStagingPropertiesChanges(info);
401 }
402 uint32_t animatorDirtyMask = 0;
403 if (CC_LIKELY(info.runAnimations)) {
404 animatorDirtyMask = mAnimatorManager.animate(info);
405 }
406
407 bool willHaveFunctor = false;
408 if (info.mode == TreeInfo::MODE_FULL && mStagingDisplayList) {
409 willHaveFunctor = !mStagingDisplayList->getFunctors().empty();
410 } else if (mDisplayList) {
411 willHaveFunctor = !mDisplayList->getFunctors().empty();
412 }
413 bool childFunctorsNeedLayer = mProperties.prepareForFunctorPresence(
414 willHaveFunctor, functorsNeedLayer);
415
416 if (CC_UNLIKELY(mPositionListener.get())) {
417 mPositionListener->onPositionUpdated(*this, info);
418 }
419
420 prepareLayer(info, animatorDirtyMask);
421 if (info.mode == TreeInfo::MODE_FULL) {
422 pushStagingDisplayListChanges(info);
423 }
424 prepareSubTree(info, childFunctorsNeedLayer, mDisplayList);
425 pushLayerUpdate(info);
426
427 info.damageAccumulator->popTransform();
428 }
429
430 void RenderNode::syncProperties() {
431 mProperties = mStagingProperties;
432 }
433
434 void RenderNode::pushStagingPropertiesChanges(TreeInfo& info) {
435 // Push the animators first so that setupStartValueIfNecessary() is called
436 // before properties() is trampled by stagingProperties(), as they are
437 // required by some animators.
438 if (CC_LIKELY(info.runAnimations)) {
439 mAnimatorManager.pushStaging();
440 }
441 if (mDirtyPropertyFields) {
442 mDirtyPropertyFields = 0;
443 damageSelf(info);
444 info.damageAccumulator->popTransform();
445 syncProperties();
446 #if !HWUI_NEW_OPS
447 applyLayerPropertiesToLayer(info);
448 #endif
449 // We could try to be clever and only re-damage if the matrix changed.
450 // However, we don't need to worry about that. The cost of over-damaging
451 // here is only going to be a single additional map rect of this node
452 // plus a rect join(). The parent's transform (and up) will only be
453 // performed once.
454 info.damageAccumulator->pushTransform(this);
455 damageSelf(info);
456 }
457 }
458
459 #if !HWUI_NEW_OPS
460 void RenderNode::applyLayerPropertiesToLayer(TreeInfo& info) {
461 if (CC_LIKELY(!mLayer)) return;
462
463 const LayerProperties& props = properties().layerProperties();
464 mLayer->setAlpha(props.alpha(), props.xferMode());
465 mLayer->setColorFilter(props.colorFilter());
466 mLayer->setBlend(props.needsBlending());
467 }
468 #endif
469
470 void RenderNode::syncDisplayList(TreeInfo* info) {
471 // Make sure we inc first so that we don't fluctuate between 0 and 1,
472 // which would thrash the layer cache
473 if (mStagingDisplayList) {
474 for (auto&& child : mStagingDisplayList->getChildren()) {
475 child->renderNode->incParentRefCount();
476 }
477 }
478 deleteDisplayList(info ? info->observer : nullptr, info);
479 mDisplayList = mStagingDisplayList;
480 mStagingDisplayList = nullptr;
481 if (mDisplayList) {
482 for (auto& iter : mDisplayList->getFunctors()) {
483 (*iter.functor)(DrawGlInfo::kModeSync, nullptr);
484 }
485 for (size_t i = 0; i < mDisplayList->getPushStagingFunctors().size(); i++) {
486 (*mDisplayList->getPushStagingFunctors()[i])();
487 }
488 }
489 }
490
491 void RenderNode::pushStagingDisplayListChanges(TreeInfo& info) {
492 if (mNeedsDisplayListSync) {
493 mNeedsDisplayListSync = false;
494 // Damage with the old display list first then the new one to catch any
495 // changes in isRenderable or, in the future, bounds
496 damageSelf(info);
497 syncDisplayList(&info);
498 damageSelf(info);
499 }
500 }
501
502 void RenderNode::deleteDisplayList(TreeObserver* observer, TreeInfo* info) {
503 if (mDisplayList) {
504 for (auto&& child : mDisplayList->getChildren()) {
505 child->renderNode->decParentRefCount(observer, info);
506 }
507 }
508 delete mDisplayList;
509 mDisplayList = nullptr;
510 }
511
512 void RenderNode::prepareSubTree(TreeInfo& info, bool functorsNeedLayer, DisplayList* subtree) {
513 if (subtree) {
514 TextureCache& cache = Caches::getInstance().textureCache;
515 info.out.hasFunctors |= subtree->getFunctors().size();
516 for (auto&& bitmapResource : subtree->getBitmapResources()) {
517 void* ownerToken = &info.canvasContext;
518 info.prepareTextures = cache.prefetchAndMarkInUse(ownerToken, bitmapResource);
519 }
520 for (auto&& op : subtree->getChildren()) {
521 RenderNode* childNode = op->renderNode;
522 #if HWUI_NEW_OPS
523 info.damageAccumulator->pushTransform(&op->localMatrix);
524 bool childFunctorsNeedLayer = functorsNeedLayer; // TODO! || op->mRecordedWithPotentialStencilClip;
525 #else
526 info.damageAccumulator->pushTransform(&op->localMatrix);
527 bool childFunctorsNeedLayer = functorsNeedLayer
528 // Recorded with non-rect clip, or canvas-rotated by parent
529 || op->mRecordedWithPotentialStencilClip;
530 #endif
531 childNode->prepareTreeImpl(info, childFunctorsNeedLayer);
532 info.damageAccumulator->popTransform();
533 }
534 }
535 }
536
537 void RenderNode::destroyHardwareResources(TreeObserver* observer, TreeInfo* info) {
538 if (mLayer) {
539 destroyLayer(mLayer);
540 mLayer = nullptr;
541 }
542 if (mDisplayList) {
543 for (auto&& child : mDisplayList->getChildren()) {
544 child->renderNode->destroyHardwareResources(observer, info);
545 }
546 if (mNeedsDisplayListSync) {
547 // Next prepare tree we are going to push a new display list, so we can
548 // drop our current one now
549 deleteDisplayList(observer, info);
550 }
551 }
552 }
553
554 void RenderNode::decParentRefCount(TreeObserver* observer, TreeInfo* info) {
555 LOG_ALWAYS_FATAL_IF(!mParentCount, "already 0!");
556 mParentCount--;
557 if (!mParentCount) {
558 if (observer) {
559 observer->onMaybeRemovedFromTree(this);
560 }
561 if (CC_UNLIKELY(mPositionListener.get())) {
562 mPositionListener->onPositionLost(*this, info);
563 }
564 // If a child of ours is being attached to our parent then this will incorrectly
565 // destroy its hardware resources. However, this situation is highly unlikely
566 // and the failure is "just" that the layer is re-created, so this should
567 // be safe enough
568 destroyHardwareResources(observer, info);
569 }
570 }
571
572 /*
573 * For property operations, we pass a savecount of 0, since the operations aren't part of the
574 * displaylist, and thus don't have to compensate for the record-time/playback-time discrepancy in
575 * base saveCount (i.e., how RestoreToCount uses saveCount + properties().getCount())
576 */
577 #define PROPERTY_SAVECOUNT 0
578
579 template <class T>
580 void RenderNode::setViewProperties(OpenGLRenderer& renderer, T& handler) {
581 #if DEBUG_DISPLAY_LIST
582 properties().debugOutputProperties(handler.level() + 1);
583 #endif
584 if (properties().getLeft() != 0 || properties().getTop() != 0) {
585 renderer.translate(properties().getLeft(), properties().getTop());
586 }
587 if (properties().getStaticMatrix()) {
588 renderer.concatMatrix(*properties().getStaticMatrix());
589 } else if (properties().getAnimationMatrix()) {
590 renderer.concatMatrix(*properties().getAnimationMatrix());
591 }
592 if (properties().hasTransformMatrix()) {
593 if (properties().isTransformTranslateOnly()) {
594 renderer.translate(properties().getTranslationX(), properties().getTranslationY());
595 } else {
596 renderer.concatMatrix(*properties().getTransformMatrix());
597 }
598 }
599 const bool isLayer = properties().effectiveLayerType() != LayerType::None;
600 int clipFlags = properties().getClippingFlags();
601 if (properties().getAlpha() < 1) {
602 if (isLayer) {
603 clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
604 }
605 if (CC_LIKELY(isLayer || !properties().getHasOverlappingRendering())) {
606 // simply scale rendering content's alpha
607 renderer.scaleAlpha(properties().getAlpha());
608 } else {
609 // savelayer needed to create an offscreen buffer
610 Rect layerBounds(0, 0, getWidth(), getHeight());
611 if (clipFlags) {
612 properties().getClippingRectForFlags(clipFlags, &layerBounds);
613 clipFlags = 0; // all clipping done by savelayer
614 }
615 SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
616 layerBounds.left, layerBounds.top,
617 layerBounds.right, layerBounds.bottom,
618 (int) (properties().getAlpha() * 255),
619 SaveFlags::HasAlphaLayer | SaveFlags::ClipToLayer);
620 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
621 }
622
623 if (CC_UNLIKELY(ATRACE_ENABLED() && properties().promotedToLayer())) {
624 // pretend alpha always causes savelayer to warn about
625 // performance problem affecting old versions
626 ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", getName(),
627 static_cast<int>(getWidth()),
628 static_cast<int>(getHeight()));
629 }
630 }
631 if (clipFlags) {
632 Rect clipRect;
633 properties().getClippingRectForFlags(clipFlags, &clipRect);
634 ClipRectOp* op = new (handler.allocator()) ClipRectOp(
635 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
636 SkRegion::kIntersect_Op);
637 handler(op, PROPERTY_SAVECOUNT, properties().getClipToBounds());
638 }
639
640 // TODO: support nesting round rect clips
641 if (mProperties.getRevealClip().willClip()) {
642 Rect bounds;
643 mProperties.getRevealClip().getBounds(&bounds);
644 renderer.setClippingRoundRect(handler.allocator(), bounds, mProperties.getRevealClip().getRadius());
645 } else if (mProperties.getOutline().willClip()) {
646 renderer.setClippingOutline(handler.allocator(), &(mProperties.getOutline()));
647 }
648 }
649
650 /**
651 * Apply property-based transformations to input matrix
652 *
653 * If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
654 * matrix computation instead of the Skia 3x3 matrix + camera hackery.
655 */
656 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
657 if (properties().getLeft() != 0 || properties().getTop() != 0) {
658 matrix.translate(properties().getLeft(), properties().getTop());
659 }
660 if (properties().getStaticMatrix()) {
661 mat4 stat(*properties().getStaticMatrix());
662 matrix.multiply(stat);
663 } else if (properties().getAnimationMatrix()) {
664 mat4 anim(*properties().getAnimationMatrix());
665 matrix.multiply(anim);
666 }
667
668 bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
669 if (properties().hasTransformMatrix() || applyTranslationZ) {
670 if (properties().isTransformTranslateOnly()) {
671 matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
672 true3dTransform ? properties().getZ() : 0.0f);
673 } else {
674 if (!true3dTransform) {
675 matrix.multiply(*properties().getTransformMatrix());
676 } else {
677 mat4 true3dMat;
678 true3dMat.loadTranslate(
679 properties().getPivotX() + properties().getTranslationX(),
680 properties().getPivotY() + properties().getTranslationY(),
681 properties().getZ());
682 true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
683 true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
684 true3dMat.rotate(properties().getRotation(), 0, 0, 1);
685 true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
686 true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
687
688 matrix.multiply(true3dMat);
689 }
690 }
691 }
692 }
693
694 /**
695 * Organizes the DisplayList hierarchy to prepare for background projection reordering.
696 *
697 * This should be called before a call to defer() or drawDisplayList()
698 *
699 * Each DisplayList that serves as a 3d root builds its list of composited children,
700 * which are flagged to not draw in the standard draw loop.
701 */
702 void RenderNode::computeOrdering() {
703 ATRACE_CALL();
704 mProjectedNodes.clear();
705
706 // TODO: create temporary DDLOp and call computeOrderingImpl on top DisplayList so that
707 // transform properties are applied correctly to top level children
708 if (mDisplayList == nullptr) return;
709 for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
710 renderNodeOp_t* childOp = mDisplayList->getChildren()[i];
711 childOp->renderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity());
712 }
713 }
714
715 void RenderNode::computeOrderingImpl(
716 renderNodeOp_t* opState,
717 std::vector<renderNodeOp_t*>* compositedChildrenOfProjectionSurface,
718 const mat4* transformFromProjectionSurface) {
719 mProjectedNodes.clear();
720 if (mDisplayList == nullptr || mDisplayList->isEmpty()) return;
721
722 // TODO: should avoid this calculation in most cases
723 // TODO: just calculate single matrix, down to all leaf composited elements
724 Matrix4 localTransformFromProjectionSurface(*transformFromProjectionSurface);
725 localTransformFromProjectionSurface.multiply(opState->localMatrix);
726
727 if (properties().getProjectBackwards()) {
728 // composited projectee, flag for out of order draw, save matrix, and store in proj surface
729 opState->skipInOrderDraw = true;
730 opState->transformFromCompositingAncestor = localTransformFromProjectionSurface;
731 compositedChildrenOfProjectionSurface->push_back(opState);
732 } else {
733 // standard in order draw
734 opState->skipInOrderDraw = false;
735 }
736
737 if (mDisplayList->getChildren().size() > 0) {
738 const bool isProjectionReceiver = mDisplayList->projectionReceiveIndex >= 0;
739 bool haveAppliedPropertiesToProjection = false;
740 for (unsigned int i = 0; i < mDisplayList->getChildren().size(); i++) {
741 renderNodeOp_t* childOp = mDisplayList->getChildren()[i];
742 RenderNode* child = childOp->renderNode;
743
744 std::vector<renderNodeOp_t*>* projectionChildren = nullptr;
745 const mat4* projectionTransform = nullptr;
746 if (isProjectionReceiver && !child->properties().getProjectBackwards()) {
747 // if receiving projections, collect projecting descendant
748
749 // Note that if a direct descendant is projecting backwards, we pass its
750 // grandparent projection collection, since it shouldn't project onto its
751 // parent, where it will already be drawing.
752 projectionChildren = &mProjectedNodes;
753 projectionTransform = &mat4::identity();
754 } else {
755 if (!haveAppliedPropertiesToProjection) {
756 applyViewPropertyTransforms(localTransformFromProjectionSurface);
757 haveAppliedPropertiesToProjection = true;
758 }
759 projectionChildren = compositedChildrenOfProjectionSurface;
760 projectionTransform = &localTransformFromProjectionSurface;
761 }
762 child->computeOrderingImpl(childOp, projectionChildren, projectionTransform);
763 }
764 }
765 }
766
767 class DeferOperationHandler {
768 public:
769 DeferOperationHandler(DeferStateStruct& deferStruct, int level)
770 : mDeferStruct(deferStruct), mLevel(level) {}
771 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
772 operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
773 }
774 inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
775 inline void startMark(const char* name) {} // do nothing
776 inline void endMark() {}
777 inline int level() { return mLevel; }
778 inline int replayFlags() { return mDeferStruct.mReplayFlags; }
779 inline SkPath* allocPathForFrame() { return mDeferStruct.allocPathForFrame(); }
780
781 private:
782 DeferStateStruct& mDeferStruct;
783 const int mLevel;
784 };
785
786 void RenderNode::defer(DeferStateStruct& deferStruct, const int level) {
787 DeferOperationHandler handler(deferStruct, level);
788 issueOperations<DeferOperationHandler>(deferStruct.mRenderer, handler);
789 }
790
791 class ReplayOperationHandler {
792 public:
793 ReplayOperationHandler(ReplayStateStruct& replayStruct, int level)
794 : mReplayStruct(replayStruct), mLevel(level) {}
795 inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
796 #if DEBUG_DISPLAY_LIST_OPS_AS_EVENTS
797 mReplayStruct.mRenderer.eventMark(operation->name());
798 #endif
799 operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
800 }
801 inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
802 inline void startMark(const char* name) {
803 mReplayStruct.mRenderer.startMark(name);
804 }
805 inline void endMark() {
806 mReplayStruct.mRenderer.endMark();
807 }
808 inline int level() { return mLevel; }
809 inline int replayFlags() { return mReplayStruct.mReplayFlags; }
810 inline SkPath* allocPathForFrame() { return mReplayStruct.allocPathForFrame(); }
811
812 private:
813 ReplayStateStruct& mReplayStruct;
814 const int mLevel;
815 };
816
817 void RenderNode::replay(ReplayStateStruct& replayStruct, const int level) {
818 ReplayOperationHandler handler(replayStruct, level);
819 issueOperations<ReplayOperationHandler>(replayStruct.mRenderer, handler);
820 }
821
822 void RenderNode::buildZSortedChildList(const DisplayList::Chunk& chunk,
823 std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes) {
824 #if !HWUI_NEW_OPS
825 if (chunk.beginChildIndex == chunk.endChildIndex) return;
826
827 for (unsigned int i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
828 DrawRenderNodeOp* childOp = mDisplayList->getChildren()[i];
829 RenderNode* child = childOp->renderNode;
830 float childZ = child->properties().getZ();
831
832 if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
833 zTranslatedNodes.push_back(ZDrawRenderNodeOpPair(childZ, childOp));
834 childOp->skipInOrderDraw = true;
835 } else if (!child->properties().getProjectBackwards()) {
836 // regular, in order drawing DisplayList
837 childOp->skipInOrderDraw = false;
838 }
839 }
840
841 // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
842 std::stable_sort(zTranslatedNodes.begin(), zTranslatedNodes.end());
843 #endif
844 }
845
846 template <class T>
847 void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
848 if (properties().getAlpha() <= 0.0f
849 || properties().getOutline().getAlpha() <= 0.0f
850 || !properties().getOutline().getPath()
851 || properties().getScaleX() == 0
852 || properties().getScaleY() == 0) {
853 // no shadow to draw
854 return;
855 }
856
857 mat4 shadowMatrixXY(transformFromParent);
858 applyViewPropertyTransforms(shadowMatrixXY);
859
860 // Z matrix needs actual 3d transformation, so mapped z values will be correct
861 mat4 shadowMatrixZ(transformFromParent);
862 applyViewPropertyTransforms(shadowMatrixZ, true);
863
864 const SkPath* casterOutlinePath = properties().getOutline().getPath();
865 const SkPath* revealClipPath = properties().getRevealClip().getPath();
866 if (revealClipPath && revealClipPath->isEmpty()) return;
867
868 float casterAlpha = properties().getAlpha() * properties().getOutline().getAlpha();
869
870
871 // holds temporary SkPath to store the result of intersections
872 SkPath* frameAllocatedPath = nullptr;
873 const SkPath* outlinePath = casterOutlinePath;
874
875 // intersect the outline with the reveal clip, if present
876 if (revealClipPath) {
877 frameAllocatedPath = handler.allocPathForFrame();
878
879 Op(*outlinePath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
880 outlinePath = frameAllocatedPath;
881 }
882
883 // intersect the outline with the clipBounds, if present
884 if (properties().getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
885 if (!frameAllocatedPath) {
886 frameAllocatedPath = handler.allocPathForFrame();
887 }
888
889 Rect clipBounds;
890 properties().getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
891 SkPath clipBoundsPath;
892 clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
893 clipBounds.right, clipBounds.bottom);
894
895 Op(*outlinePath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
896 outlinePath = frameAllocatedPath;
897 }
898
899 DisplayListOp* shadowOp = new (handler.allocator()) DrawShadowOp(
900 shadowMatrixXY, shadowMatrixZ, casterAlpha, outlinePath);
901 handler(shadowOp, PROPERTY_SAVECOUNT, properties().getClipToBounds());
902 }
903
904 #define SHADOW_DELTA 0.1f
905
906 template <class T>
907 void RenderNode::issueOperationsOf3dChildren(ChildrenSelectMode mode,
908 const Matrix4& initialTransform, const std::vector<ZDrawRenderNodeOpPair>& zTranslatedNodes,
909 OpenGLRenderer& renderer, T& handler) {
910 const int size = zTranslatedNodes.size();
911 if (size == 0
912 || (mode == ChildrenSelectMode::NegativeZChildren && zTranslatedNodes[0].key > 0.0f)
913 || (mode == ChildrenSelectMode::PositiveZChildren && zTranslatedNodes[size - 1].key < 0.0f)) {
914 // no 3d children to draw
915 return;
916 }
917
918 // Apply the base transform of the parent of the 3d children. This isolates
919 // 3d children of the current chunk from transformations made in previous chunks.
920 int rootRestoreTo = renderer.save(SaveFlags::Matrix);
921 renderer.setGlobalMatrix(initialTransform);
922
923 /**
924 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
925 * with very similar Z heights to draw together.
926 *
927 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
928 * underneath both, and neither's shadow is drawn on top of the other.
929 */
930 const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
931 size_t drawIndex, shadowIndex, endIndex;
932 if (mode == ChildrenSelectMode::NegativeZChildren) {
933 drawIndex = 0;
934 endIndex = nonNegativeIndex;
935 shadowIndex = endIndex; // draw no shadows
936 } else {
937 drawIndex = nonNegativeIndex;
938 endIndex = size;
939 shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
940 }
941
942 DISPLAY_LIST_LOGD("%*s%d %s 3d children:", (handler.level() + 1) * 2, "",
943 endIndex - drawIndex, mode == kNegativeZChildren ? "negative" : "positive");
944
945 float lastCasterZ = 0.0f;
946 while (shadowIndex < endIndex || drawIndex < endIndex) {
947 if (shadowIndex < endIndex) {
948 DrawRenderNodeOp* casterOp = zTranslatedNodes[shadowIndex].value;
949 RenderNode* caster = casterOp->renderNode;
950 const float casterZ = zTranslatedNodes[shadowIndex].key;
951 // attempt to render the shadow if the caster about to be drawn is its caster,
952 // OR if its caster's Z value is similar to the previous potential caster
953 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
954 caster->issueDrawShadowOperation(casterOp->localMatrix, handler);
955
956 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
957 shadowIndex++;
958 continue;
959 }
960 }
961
962 // only the actual child DL draw needs to be in save/restore,
963 // since it modifies the renderer's matrix
964 int restoreTo = renderer.save(SaveFlags::Matrix);
965
966 DrawRenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
967
968 renderer.concatMatrix(childOp->localMatrix);
969 childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
970 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
971 childOp->skipInOrderDraw = true;
972
973 renderer.restoreToCount(restoreTo);
974 drawIndex++;
975 }
976 renderer.restoreToCount(rootRestoreTo);
977 }
978
979 template <class T>
980 void RenderNode::issueOperationsOfProjectedChildren(OpenGLRenderer& renderer, T& handler) {
981 DISPLAY_LIST_LOGD("%*s%d projected children:", (handler.level() + 1) * 2, "", mProjectedNodes.size());
982 const SkPath* projectionReceiverOutline = properties().getOutline().getPath();
983 int restoreTo = renderer.getSaveCount();
984
985 LinearAllocator& alloc = handler.allocator();
986 handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
987 PROPERTY_SAVECOUNT, properties().getClipToBounds());
988
989 // Transform renderer to match background we're projecting onto
990 // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
991 const DisplayListOp* op =
992 #if HWUI_NEW_OPS
993 nullptr;
994 LOG_ALWAYS_FATAL("unsupported");
995 #else
996 (mDisplayList->getOps()[mDisplayList->projectionReceiveIndex]);
997 #endif
998 const DrawRenderNodeOp* backgroundOp = reinterpret_cast<const DrawRenderNodeOp*>(op);
999 const RenderProperties& backgroundProps = backgroundOp->renderNode->properties();
1000 renderer.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
1001
1002 // If the projection receiver has an outline, we mask projected content to it
1003 // (which we know, apriori, are all tessellated paths)
1004 renderer.setProjectionPathMask(alloc, projectionReceiverOutline);
1005
1006 // draw projected nodes
1007 for (size_t i = 0; i < mProjectedNodes.size(); i++) {
1008 renderNodeOp_t* childOp = mProjectedNodes[i];
1009
1010 // matrix save, concat, and restore can be done safely without allocating operations
1011 int restoreTo = renderer.save(SaveFlags::Matrix);
1012 renderer.concatMatrix(childOp->transformFromCompositingAncestor);
1013 childOp->skipInOrderDraw = false; // this is horrible, I'm so sorry everyone
1014 handler(childOp, renderer.getSaveCount() - 1, properties().getClipToBounds());
1015 childOp->skipInOrderDraw = true;
1016 renderer.restoreToCount(restoreTo);
1017 }
1018
1019 handler(new (alloc) RestoreToCountOp(restoreTo),
1020 PROPERTY_SAVECOUNT, properties().getClipToBounds());
1021 }
1022
1023 /**
1024 * This function serves both defer and replay modes, and will organize the displayList's component
1025 * operations for a single frame:
1026 *
1027 * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
1028 * DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
1029 * defer logic) and operations in displayListOps are issued through the 'handler' which handles the
1030 * defer vs replay logic, per operation
1031 */
1032 template <class T>
1033 void RenderNode::issueOperations(OpenGLRenderer& renderer, T& handler) {
1034 if (mDisplayList->isEmpty()) {
1035 DISPLAY_LIST_LOGD("%*sEmpty display list (%p, %s)", handler.level() * 2, "",
1036 this, getName());
1037 return;
1038 }
1039
1040 #if HWUI_NEW_OPS
1041 const bool drawLayer = false;
1042 #else
1043 const bool drawLayer = (mLayer && (&renderer != mLayer->renderer.get()));
1044 #endif
1045 // If we are updating the contents of mLayer, we don't want to apply any of
1046 // the RenderNode's properties to this issueOperations pass. Those will all
1047 // be applied when the layer is drawn, aka when this is true.
1048 const bool useViewProperties = (!mLayer || drawLayer);
1049 if (useViewProperties) {
1050 const Outline& outline = properties().getOutline();
1051 if (properties().getAlpha() <= 0
1052 || (outline.getShouldClip() && outline.isEmpty())
1053 || properties().getScaleX() == 0
1054 || properties().getScaleY() == 0) {
1055 DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
1056 this, getName());
1057 return;
1058 }
1059 }
1060
1061 handler.startMark(getName());
1062
1063 #if DEBUG_DISPLAY_LIST
1064 const Rect& clipRect = renderer.getLocalClipBounds();
1065 DISPLAY_LIST_LOGD("%*sStart display list (%p, %s), localClipBounds: %.0f, %.0f, %.0f, %.0f",
1066 handler.level() * 2, "", this, getName(),
1067 clipRect.left, clipRect.top, clipRect.right, clipRect.bottom);
1068 #endif
1069
1070 LinearAllocator& alloc = handler.allocator();
1071 int restoreTo = renderer.getSaveCount();
1072 handler(new (alloc) SaveOp(SaveFlags::MatrixClip),
1073 PROPERTY_SAVECOUNT, properties().getClipToBounds());
1074
1075 DISPLAY_LIST_LOGD("%*sSave %d %d", (handler.level() + 1) * 2, "",
1076 SaveFlags::MatrixClip, restoreTo);
1077
1078 if (useViewProperties) {
1079 setViewProperties<T>(renderer, handler);
1080 }
1081
1082 #if HWUI_NEW_OPS
1083 LOG_ALWAYS_FATAL("legacy op traversal not supported");
1084 #else
1085 bool quickRejected = properties().getClipToBounds()
1086 && renderer.quickRejectConservative(0, 0, properties().getWidth(), properties().getHeight());
1087 if (!quickRejected) {
1088 Matrix4 initialTransform(*(renderer.currentTransform()));
1089 renderer.setBaseTransform(initialTransform);
1090
1091 if (drawLayer) {
1092 handler(new (alloc) DrawLayerOp(mLayer),
1093 renderer.getSaveCount() - 1, properties().getClipToBounds());
1094 } else {
1095 const int saveCountOffset = renderer.getSaveCount() - 1;
1096 const int projectionReceiveIndex = mDisplayList->projectionReceiveIndex;
1097 for (size_t chunkIndex = 0; chunkIndex < mDisplayList->getChunks().size(); chunkIndex++) {
1098 const DisplayList::Chunk& chunk = mDisplayList->getChunks()[chunkIndex];
1099
1100 std::vector<ZDrawRenderNodeOpPair> zTranslatedNodes;
1101 buildZSortedChildList(chunk, zTranslatedNodes);
1102
1103 issueOperationsOf3dChildren(ChildrenSelectMode::NegativeZChildren,
1104 initialTransform, zTranslatedNodes, renderer, handler);
1105
1106 for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
1107 DisplayListOp *op = mDisplayList->getOps()[opIndex];
1108 #if DEBUG_DISPLAY_LIST
1109 op->output(handler.level() + 1);
1110 #endif
1111 handler(op, saveCountOffset, properties().getClipToBounds());
1112
1113 if (CC_UNLIKELY(!mProjectedNodes.empty() && projectionReceiveIndex >= 0 &&
1114 opIndex == static_cast<size_t>(projectionReceiveIndex))) {
1115 issueOperationsOfProjectedChildren(renderer, handler);
1116 }
1117 }
1118
1119 issueOperationsOf3dChildren(ChildrenSelectMode::PositiveZChildren,
1120 initialTransform, zTranslatedNodes, renderer, handler);
1121 }
1122 }
1123 }
1124 #endif
1125
1126 DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (handler.level() + 1) * 2, "", restoreTo);
1127 handler(new (alloc) RestoreToCountOp(restoreTo),
1128 PROPERTY_SAVECOUNT, properties().getClipToBounds());
1129
1130 DISPLAY_LIST_LOGD("%*sDone (%p, %s)", handler.level() * 2, "", this, getName());
1131 handler.endMark();
1132 }
1133
1134 } /* namespace uirenderer */
1135 } /* namespace android */
1136