Files
frameworks_base/libs/hwui/DisplayListRenderer.cpp
Romain Guy 4aa90573bb Adding display lists to the GL renderer (checkpoint.)
Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
2010-09-26 18:40:37 -07:00

303 lines
8.8 KiB
C++

/*
* 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include "DisplayListRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base structure
///////////////////////////////////////////////////////////////////////////////
DisplayListRenderer::DisplayListRenderer():
mHeap(HEAP_BLOCK_SIZE), mWriter(MIN_WRITER_SIZE) {
mBitmapIndex = mMatrixIndex = mPaintIndex = 1;
mPathHeap = NULL;
}
DisplayListRenderer::~DisplayListRenderer() {
reset();
}
void DisplayListRenderer::reset() {
if (mPathHeap) {
mPathHeap->unref();
mPathHeap = NULL;
}
mBitmaps.reset();
mMatrices.reset();
mPaints.reset();
mWriter.reset();
mHeap.reset();
mRCRecorder.reset();
mTFRecorder.reset();
}
///////////////////////////////////////////////////////////////////////////////
// Operations
///////////////////////////////////////////////////////////////////////////////
void DisplayListRenderer::acquireContext() {
addOp(AcquireContext);
OpenGLRenderer::acquireContext();
}
void DisplayListRenderer::releaseContext() {
addOp(ReleaseContext);
OpenGLRenderer::releaseContext();
}
int DisplayListRenderer::save(int flags) {
addOp(Save);
addInt(flags);
return OpenGLRenderer::save(flags);
}
void DisplayListRenderer::restore() {
addOp(Restore);
OpenGLRenderer::restore();
}
void DisplayListRenderer::restoreToCount(int saveCount) {
addOp(RestoreToCount);
addInt(saveCount);
OpenGLRenderer::restoreToCount(saveCount);
}
int DisplayListRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
addOp(SaveLayer);
addBounds(left, top, right, bottom);
addPaint(p);
addInt(flags);
return OpenGLRenderer::saveLayer(left, top, right, bottom, p, flags);
}
void DisplayListRenderer::translate(float dx, float dy) {
addOp(Translate);
addPoint(dx, dy);
OpenGLRenderer::translate(dx, dy);
}
void DisplayListRenderer::rotate(float degrees) {
addOp(Rotate);
addFloat(degrees);
OpenGLRenderer::rotate(degrees);
}
void DisplayListRenderer::scale(float sx, float sy) {
addOp(Scale);
addPoint(sx, sy);
OpenGLRenderer::scale(sx, sy);
}
void DisplayListRenderer::setMatrix(SkMatrix* matrix) {
addOp(SetMatrix);
addMatrix(matrix);
OpenGLRenderer::setMatrix(matrix);
}
void DisplayListRenderer::concatMatrix(SkMatrix* matrix) {
addOp(ConcatMatrix);
addMatrix(matrix);
OpenGLRenderer::concatMatrix(matrix);
}
bool DisplayListRenderer::clipRect(float left, float top, float right, float bottom,
SkRegion::Op op) {
addOp(ClipRect);
addBounds(left, top, right, bottom);
addInt(op);
return OpenGLRenderer::clipRect(left, top, right, bottom, op);
}
void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, float left, float top,
const SkPaint* paint) {
addOp(DrawBitmap);
addBitmap(bitmap);
addPoint(left, top);
addPaint(paint);
OpenGLRenderer::drawBitmap(bitmap, left, top, paint);
}
void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix,
const SkPaint* paint) {
addOp(DrawBitmapMatrix);
addBitmap(bitmap);
addMatrix(matrix);
addPaint(paint);
OpenGLRenderer::drawBitmap(bitmap, matrix, paint);
}
void DisplayListRenderer::drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint) {
addOp(DrawBitmapRect);
addBitmap(bitmap);
addBounds(srcLeft, srcTop, srcRight, srcBottom);
addBounds(dstLeft, dstTop, dstRight, dstBottom);
addPaint(paint);
OpenGLRenderer::drawBitmap(bitmap, srcLeft, srcTop, srcRight, srcBottom,
dstLeft, dstTop, dstRight, dstBottom, paint);
}
void DisplayListRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
uint32_t width, uint32_t height, float left, float top, float right, float bottom,
const SkPaint* paint) {
addOp(DrawPatch);
addBitmap(bitmap);
addInts(xDivs, width);
addInts(yDivs, height);
addBounds(left, top, right, bottom);
addPaint(paint);
OpenGLRenderer::drawPatch(bitmap, xDivs, yDivs, width, height,
left, top, right, bottom, paint);
}
void DisplayListRenderer::drawColor(int color, SkXfermode::Mode mode) {
addOp(DrawColor);
addInt(color);
addInt(mode);
OpenGLRenderer::drawColor(color, mode);
}
void DisplayListRenderer::drawRect(float left, float top, float right, float bottom,
const SkPaint* paint) {
addOp(DrawRect);
addBounds(left, top, right, bottom);
addPaint(paint);
OpenGLRenderer::drawRect(left, top, right, bottom, paint);
}
void DisplayListRenderer::drawPath(SkPath* path, SkPaint* paint) {
addOp(DrawPath);
addPath(path);
addPaint(paint);
OpenGLRenderer::drawPath(path, paint);
}
void DisplayListRenderer::drawLines(float* points, int count, const SkPaint* paint) {
addOp(DrawLines);
addFloats(points, count);
addPaint(paint);
OpenGLRenderer::drawLines(points, count, paint);
}
void DisplayListRenderer::drawText(const char* text, int bytesCount, int count,
float x, float y, SkPaint* paint) {
addOp(DrawText);
addText(text, bytesCount);
addInt(count);
addPoint(x, y);
addPaint(paint);
OpenGLRenderer::drawText(text, bytesCount, count, x, y, paint);
}
void DisplayListRenderer::resetShader() {
addOp(ResetShader);
OpenGLRenderer::resetShader();
}
void DisplayListRenderer::setupShader(SkiaShader* shader) {
// TODO: Implement
OpenGLRenderer::setupShader(shader);
}
void DisplayListRenderer::resetColorFilter() {
addOp(ResetColorFilter);
OpenGLRenderer::resetColorFilter();
}
void DisplayListRenderer::setupColorFilter(SkiaColorFilter* filter) {
// TODO: Implement
OpenGLRenderer::setupColorFilter(filter);
}
void DisplayListRenderer::resetShadow() {
addOp(ResetShadow);
OpenGLRenderer::resetShadow();
}
void DisplayListRenderer::setupShadow(float radius, float dx, float dy, int color) {
addOp(SetupShadow);
addFloat(radius);
addPoint(dx, dy);
addInt(color);
OpenGLRenderer::setupShadow(radius, dx, dy, color);
}
///////////////////////////////////////////////////////////////////////////////
// Recording management
///////////////////////////////////////////////////////////////////////////////
int DisplayListRenderer::find(SkTDArray<const SkFlatPaint*>& paints, const SkPaint* paint) {
if (paint == NULL) {
return 0;
}
SkFlatPaint* flat = SkFlatPaint::Flatten(&mHeap, *paint, mPaintIndex,
&mRCRecorder, &mTFRecorder);
int index = SkTSearch<SkFlatData>((const SkFlatData**) paints.begin(),
paints.count(), (SkFlatData*) flat, sizeof(flat), &SkFlatData::Compare);
if (index >= 0) {
(void) mHeap.unalloc(flat);
return paints[index]->index();
}
index = ~index;
*paints.insert(index) = flat;
return mPaintIndex++;
}
int DisplayListRenderer::find(SkTDArray<const SkFlatMatrix*>& matrices, const SkMatrix* matrix) {
if (matrix == NULL) {
return 0;
}
SkFlatMatrix* flat = SkFlatMatrix::Flatten(&mHeap, *matrix, mMatrixIndex);
int index = SkTSearch<SkFlatData>((const SkFlatData**) matrices.begin(),
matrices.count(), (SkFlatData*) flat, sizeof(flat), &SkFlatData::Compare);
if (index >= 0) {
(void) mHeap.unalloc(flat);
return matrices[index]->index();
}
index = ~index;
*matrices.insert(index) = flat;
return mMatrixIndex++;
}
int DisplayListRenderer::find(SkTDArray<const SkFlatBitmap*>& bitmaps, const SkBitmap& bitmap) {
SkFlatBitmap* flat = SkFlatBitmap::Flatten(&mHeap, bitmap, mBitmapIndex, &mRCRecorder);
int index = SkTSearch<SkFlatData>((const SkFlatData**) bitmaps.begin(),
bitmaps.count(), (SkFlatData*) flat, sizeof(flat), &SkFlatData::Compare);
if (index >= 0) {
(void) mHeap.unalloc(flat);
return bitmaps[index]->index();
}
index = ~index;
*bitmaps.insert(index) = flat;
return mBitmapIndex++;
}
}; // namespace uirenderer
}; // namespace android