/*
* Copyright (C) 2010 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.
*/
#ifndef ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#define ANDROID_HWUI_DISPLAY_LIST_RENDERER_H
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkPath.h>
#include <cutils/compiler.h>
#include "DisplayList.h"
#include "DisplayListLogBuffer.h"
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MIN_WRITER_SIZE 4096
#define OP_MAY_BE_SKIPPED_MASK 0xff000000
// Debug
#if DEBUG_DISPLAY_LIST
#define DISPLAY_LIST_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define DISPLAY_LIST_LOGD(...)
#endif
///////////////////////////////////////////////////////////////////////////////
// Display list
///////////////////////////////////////////////////////////////////////////////
class DeferredDisplayList;
class DisplayListRenderer;
class DisplayListOp;
class DrawOp;
class StateOp;
/**
* Records drawing commands in a display list for latter playback.
*/
class DisplayListRenderer: public OpenGLRenderer {
public:
ANDROID_API DisplayListRenderer();
virtual ~DisplayListRenderer();
ANDROID_API DisplayList* getDisplayList(DisplayList* displayList);
virtual bool isDeferred();
virtual void setViewport(int width, int height);
virtual status_t prepareDirty(float left, float top, float right, float bottom, bool opaque);
virtual void finish();
virtual status_t callDrawGLFunction(Functor *functor, Rect& dirty);
virtual void interrupt();
virtual void resume();
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
virtual void skew(float sx, float sy);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual bool clipPath(SkPath* path, SkRegion::Op op);
virtual bool clipRegion(SkRegion* region, SkRegion::Op op);
virtual status_t drawDisplayList(DisplayList* displayList, Rect& dirty, int32_t flags);
virtual status_t drawLayer(Layer* layer, float x, float y);
virtual status_t drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint);
virtual status_t drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
virtual status_t drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint);
virtual status_t drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
float* vertices, int* colors, SkPaint* paint);
virtual status_t drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawColor(int color, SkXfermode::Mode mode);
virtual status_t drawRect(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, SkPaint* paint);
virtual status_t drawCircle(float x, float y, float radius, SkPaint* paint);
virtual status_t drawOval(float left, float top, float right, float bottom, SkPaint* paint);
virtual status_t drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, SkPaint* paint);
virtual status_t drawPath(SkPath* path, SkPaint* paint);
virtual status_t drawLines(float* points, int count, SkPaint* paint);
virtual status_t drawPoints(float* points, int count, SkPaint* paint);
virtual status_t drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path,
float hOffset, float vOffset, SkPaint* paint);
virtual status_t drawPosText(const char* text, int bytesCount, int count,
const float* positions, SkPaint* paint);
virtual status_t drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode);
virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
virtual void resetPaintFilter();
virtual void setupPaintFilter(int clearBits, int setBits);
ANDROID_API void reset();
sp<DisplayListData> getDisplayListData() const {
return mDisplayListData;
}
const Vector<SkBitmap*>& getBitmapResources() const {
return mBitmapResources;
}
const Vector<SkBitmap*>& getOwnedBitmapResources() const {
return mOwnedBitmapResources;
}
const Vector<SkiaColorFilter*>& getFilterResources() const {
return mFilterResources;
}
const Vector<Res_png_9patch*>& getPatchResources() const {
return mPatchResources;
}
const Vector<SkiaShader*>& getShaders() const {
return mShaders;
}
const Vector<SkPaint*>& getPaints() const {
return mPaints;
}
const Vector<SkPath*>& getPaths() const {
return mPaths;
}
const SortedVector<SkPath*>& getSourcePaths() const {
return mSourcePaths;
}
const Vector<SkRegion*>& getRegions() const {
return mRegions;
}
const Vector<Layer*>& getLayers() const {
return mLayers;
}
const Vector<SkMatrix*>& getMatrices() const {
return mMatrices;
}
uint32_t getFunctorCount() const {
return mFunctorCount;
}
private:
void insertRestoreToCount();
void insertTranslate();
LinearAllocator& alloc() { return mDisplayListData->allocator; }
void addStateOp(StateOp* op);
void addDrawOp(DrawOp* op);
void addOpInternal(DisplayListOp* op) {
insertRestoreToCount();
insertTranslate();
mDisplayListData->displayListOps.add(op);
}
template<class T>
inline T* refBuffer(const T* srcBuffer, int32_t count) {
if (srcBuffer == NULL) return NULL;
T* dstBuffer = (T*) mDisplayListData->allocator.alloc(count * sizeof(T));
memcpy(dstBuffer, srcBuffer, count * sizeof(T));
return dstBuffer;
}
inline char* refText(const char* text, size_t byteLength) {
return (char*) refBuffer<uint8_t>((uint8_t*)text, byteLength);
}
inline SkPath* refPath(SkPath* path) {
if (!path) return NULL;
SkPath* pathCopy = mPathMap.valueFor(path);
if (pathCopy == NULL || pathCopy->getGenerationID() != path->getGenerationID()) {
pathCopy = new SkPath(*path);
pathCopy->setSourcePath(path);
// replaceValueFor() performs an add if the entry doesn't exist
mPathMap.replaceValueFor(path, pathCopy);
mPaths.add(pathCopy);
}
if (mSourcePaths.indexOf(path) < 0) {
mCaches.resourceCache.incrementRefcount(path);
mSourcePaths.add(path);
}
return pathCopy;
}
inline SkPaint* refPaint(SkPaint* paint) {
if (!paint) {
return paint;
}
SkPaint* paintCopy = mPaintMap.valueFor(paint);
if (paintCopy == NULL || paintCopy->getGenerationID() != paint->getGenerationID()) {
paintCopy = new SkPaint(*paint);
// replaceValueFor() performs an add if the entry doesn't exist
mPaintMap.replaceValueFor(paint, paintCopy);
mPaints.add(paintCopy);
}
return paintCopy;
}
inline SkRegion* refRegion(SkRegion* region) {
if (!region) {
return region;
}
SkRegion* regionCopy = mRegionMap.valueFor(region);
// TODO: Add generation ID to SkRegion
if (regionCopy == NULL) {
regionCopy = new SkRegion(*region);
// replaceValueFor() performs an add if the entry doesn't exist
mRegionMap.replaceValueFor(region, regionCopy);
mRegions.add(regionCopy);
}
return regionCopy;
}
inline SkMatrix* refMatrix(SkMatrix* matrix) {
if (matrix) {
// Copying the matrix is cheap and prevents against the user changing
// the original matrix before the operation that uses it
SkMatrix* copy = new SkMatrix(*matrix);
mMatrices.add(copy);
return copy;
}
return matrix;
}
inline Layer* refLayer(Layer* layer) {
mLayers.add(layer);
mCaches.resourceCache.incrementRefcount(layer);
return layer;
}
inline SkBitmap* refBitmap(SkBitmap* bitmap) {
// Note that this assumes the bitmap is immutable. There are cases this won't handle
// correctly, such as creating the bitmap from scratch, drawing with it, changing its
// contents, and drawing again. The only fix would be to always copy it the first time,
// which doesn't seem worth the extra cycles for this unlikely case.
mBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkBitmap* refBitmapData(SkBitmap* bitmap) {
mOwnedBitmapResources.add(bitmap);
mCaches.resourceCache.incrementRefcount(bitmap);
return bitmap;
}
inline SkiaShader* refShader(SkiaShader* shader) {
if (!shader) return NULL;
SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
// TODO: We also need to handle generation ID changes in compose shaders
if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
shaderCopy = shader->copy();
// replaceValueFor() performs an add if the entry doesn't exist
mShaderMap.replaceValueFor(shader, shaderCopy);
mShaders.add(shaderCopy);
mCaches.resourceCache.incrementRefcount(shaderCopy);
}
return shaderCopy;
}
inline SkiaColorFilter* refColorFilter(SkiaColorFilter* colorFilter) {
mFilterResources.add(colorFilter);
mCaches.resourceCache.incrementRefcount(colorFilter);
return colorFilter;
}
inline Res_png_9patch* refPatch(Res_png_9patch* patch) {
mPatchResources.add(patch);
mCaches.resourceCache.incrementRefcount(patch);
return patch;
}
Vector<SkBitmap*> mBitmapResources;
Vector<SkBitmap*> mOwnedBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
Vector<Res_png_9patch*> mPatchResources;
Vector<SkPaint*> mPaints;
DefaultKeyedVector<SkPaint*, SkPaint*> mPaintMap;
Vector<SkPath*> mPaths;
DefaultKeyedVector<SkPath*, SkPath*> mPathMap;
SortedVector<SkPath*> mSourcePaths;
Vector<SkRegion*> mRegions;
DefaultKeyedVector<SkRegion*, SkRegion*> mRegionMap;
Vector<SkiaShader*> mShaders;
DefaultKeyedVector<SkiaShader*, SkiaShader*> mShaderMap;
Vector<SkMatrix*> mMatrices;
Vector<Layer*> mLayers;
int mRestoreSaveCount;
Caches& mCaches;
sp<DisplayListData> mDisplayListData;
float mTranslateX;
float mTranslateY;
bool mHasTranslate;
bool mHasDrawOps;
uint32_t mFunctorCount;
friend class DisplayList;
}; // class DisplayListRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_DISPLAY_LIST_RENDERER_H