/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "FunctorDrawable.h"
#include "RecordingCanvas.h"
#include "RenderNodeDrawable.h"
#include "TreeInfo.h"
#include "hwui/AnimatedImageDrawable.h"
#include "utils/LinearAllocator.h"
#include "utils/Pair.h"
#include <deque>
namespace android {
namespace uirenderer {
namespace renderthread {
class CanvasContext;
}
class Outline;
namespace VectorDrawable {
class Tree;
}
typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot;
namespace skiapipeline {
class SkiaDisplayList {
public:
size_t getUsedSize() { return allocator.usedSize() + mDisplayList.usedSize(); }
~SkiaDisplayList() {
/* Given that we are using a LinearStdAllocator to store some of the
* SkDrawable contents we must ensure that any other object that is
* holding a reference to those drawables is destroyed prior to their
* deletion.
*/
mDisplayList.reset();
}
/**
* This resets the DisplayList so that it behaves as if the object were newly
* constructed. The reuse avoids any overhead associated with destroying
* the SkLiteDL as well as the deques and vectors.
*/
void reset();
/**
* Use the linear allocator to create any SkDrawables needed by the display
* list. This could be dangerous as these objects are ref-counted, so we
* need to monitor that they don't extend beyond the lifetime of the class
* that creates them. Allocator dtor invokes all SkDrawable dtors.
*/
template <class T, typename... Params>
T* allocateDrawable(Params&&... params) {
return allocator.create<T>(std::forward<Params>(params)...);
}
/**
* Returns true if the DisplayList does not have any recorded content
*/
bool isEmpty() const { return mDisplayList.empty(); }
/**
* Returns true if this list directly contains a GLFunctor drawing command.
*/
bool hasFunctor() const { return !mChildFunctors.empty(); }
/**
* Returns true if this list directly contains a VectorDrawable drawing command.
*/
bool hasVectorDrawables() const { return !mVectorDrawables.empty(); }
bool hasText() const { return mDisplayList.hasText(); }
/**
* Attempts to reset and reuse this DisplayList.
*
* @return true if the displayList will be reused and therefore should not be deleted
*/
bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context);
/**
* ONLY to be called by RenderNode::syncDisplayList so that we can notify any
* contained VectorDrawables or GLFunctors to sync their state.
*
* NOTE: This function can be folded into RenderNode when we no longer need
* to subclass from DisplayList
*/
void syncContents(const WebViewSyncData& data);
/**
* ONLY to be called by RenderNode::prepareTree in order to prepare this
* list while the UI thread is blocked. Here we can upload mutable bitmaps
* and notify our parent if any of our content has been invalidated and in
* need of a redraw. If the renderNode has any children then they are also
* call in order to prepare them.
*
* @return true if any content change requires the node to be invalidated
*
* NOTE: This function can be folded into RenderNode when we no longer need
* to subclass from DisplayList
*/
bool prepareListAndChildren(
TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn);
/**
* Calls the provided function once for each child of this DisplayList
*/
void updateChildren(std::function<void(RenderNode*)> updateFn);
/**
* Returns true if there is a child render node that is a projection receiver.
*/
inline bool containsProjectionReceiver() const { return mProjectionReceiver; }
void attachRecorder(RecordingCanvas* recorder, const SkIRect& bounds) {
recorder->reset(&mDisplayList, bounds);
}
void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); }
void output(std::ostream& output, uint32_t level);
LinearAllocator allocator;
/**
* We use std::deque here because (1) we need to iterate through these
* elements and (2) mDisplayList holds pointers to the elements, so they
* cannot relocate.
*/
std::deque<RenderNodeDrawable> mChildNodes;
std::deque<FunctorDrawable*> mChildFunctors;
std::vector<SkImage*> mMutableImages;
private:
std::vector<Pair<VectorDrawableRoot*, SkMatrix>> mVectorDrawables;
public:
void appendVD(VectorDrawableRoot* r) {
appendVD(r, SkMatrix::I());
}
void appendVD(VectorDrawableRoot* r, const SkMatrix& mat) {
mVectorDrawables.push_back(Pair<VectorDrawableRoot*, SkMatrix>(r, mat));
}
std::vector<AnimatedImageDrawable*> mAnimatedImages;
DisplayListData mDisplayList;
// mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection
// receiver. It is set at record time and used at both prepare and draw tree traversals to
// make sure backward projected nodes are found and drawn immediately after mProjectionReceiver.
RenderNodeDrawable* mProjectionReceiver = nullptr;
// mProjectedOutline is valid only when render node tree is traversed during the draw pass.
// Render nodes that have a child receiver node, will store a pointer to their outline in
// mProjectedOutline. Child receiver node will apply the clip before any backward projected
// node is drawn.
const Outline* mProjectedOutline = nullptr;
// mParentMatrix is set and valid when render node tree is traversed during the draw
// pass. Render nodes, which draw in a order different than recording order (e.g. nodes with a
// child receiver node or Z elevation), can use mParentMatrix to calculate the final transform
// without replaying the matrix transform OPs from the display list.
// Child receiver node will set the matrix and then clip with the outline of their parent.
SkMatrix mParentMatrix;
};
} // namespace skiapipeline
} // namespace uirenderer
} // namespace android