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/*
* 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 <SkSurface.h>
#include "Lighting.h"
#include "hwui/AnimatedImageDrawable.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/IRenderPipeline.h"
class SkPictureRecorder;
namespace android {
namespace uirenderer {
namespace skiapipeline {
class SkiaPipeline : public renderthread::IRenderPipeline {
public:
explicit SkiaPipeline(renderthread::RenderThread& thread);
virtual ~SkiaPipeline();
void onDestroyHardwareResources() override;
bool pinImages(std::vector<SkImage*>& mutableImages) override;
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) override { return false; }
void unpinImages() override;
void onPrepareTree() override;
void renderLayers(const LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue,
bool opaque, const LightInfo& lightInfo) override;
bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& damageAccumulator,
ErrorHandler* errorHandler) override;
SkColorType getSurfaceColorType() const override { return mSurfaceColorType; }
sk_sp<SkColorSpace> getSurfaceColorSpace() override { return mSurfaceColorSpace; }
void renderFrame(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, bool opaque,
const Rect& contentDrawBounds, sk_sp<SkSurface> surface,
const SkMatrix& preTransform);
std::vector<VectorDrawableRoot*>* getVectorDrawables() { return &mVectorDrawables; }
static void prepareToDraw(const renderthread::RenderThread& thread, Bitmap* bitmap);
void renderLayersImpl(const LayerUpdateQueue& layers, bool opaque);
static float getLightRadius() {
if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
return Properties::overrideLightRadius;
}
return mLightRadius;
}
static uint8_t getAmbientShadowAlpha() {
if (CC_UNLIKELY(Properties::overrideAmbientShadowStrength >= 0)) {
return Properties::overrideAmbientShadowStrength;
}
return mAmbientShadowAlpha;
}
static uint8_t getSpotShadowAlpha() {
if (CC_UNLIKELY(Properties::overrideSpotShadowStrength >= 0)) {
return Properties::overrideSpotShadowStrength;
}
return mSpotShadowAlpha;
}
static Vector3 getLightCenter() {
if (CC_UNLIKELY(Properties::overrideLightPosY > 0 || Properties::overrideLightPosZ > 0)) {
Vector3 adjustedLightCenter = mLightCenter;
if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
// negated since this shifts up
adjustedLightCenter.y = -Properties::overrideLightPosY;
}
if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
adjustedLightCenter.z = Properties::overrideLightPosZ;
}
return adjustedLightCenter;
}
return mLightCenter;
}
static void updateLighting(const LightGeometry& lightGeometry, const LightInfo& lightInfo) {
mLightRadius = lightGeometry.radius;
mAmbientShadowAlpha = lightInfo.ambientShadowAlpha;
mSpotShadowAlpha = lightInfo.spotShadowAlpha;
mLightCenter = lightGeometry.center;
}
void setPictureCapturedCallback(
const std::function<void(sk_sp<SkPicture>&&)>& callback) override {
mPictureCapturedCallback = callback;
}
protected:
void dumpResourceCacheUsage() const;
void setSurfaceColorProperties(renderthread::ColorMode colorMode);
renderthread::RenderThread& mRenderThread;
SkColorType mSurfaceColorType;
sk_sp<SkColorSpace> mSurfaceColorSpace;
private:
void renderFrameImpl(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, bool opaque,
const Rect& contentDrawBounds, SkCanvas* canvas,
const SkMatrix& preTransform);
/**
* Debugging feature. Draws a semi-transparent overlay on each pixel, indicating
* how many times it has been drawn.
*/
void renderOverdraw(const LayerUpdateQueue& layers, const SkRect& clip,
const std::vector<sp<RenderNode>>& nodes, const Rect& contentDrawBounds,
sk_sp<SkSurface> surface, const SkMatrix& preTransform);
/**
* Render mVectorDrawables into offscreen buffers.
*/
void renderVectorDrawableCache();
SkCanvas* tryCapture(SkSurface* surface);
void endCapture(SkSurface* surface);
std::vector<sk_sp<SkImage>> mPinnedImages;
/**
* populated by prepareTree with dirty VDs
*/
std::vector<VectorDrawableRoot*> mVectorDrawables;
// Block of properties used only for debugging to record a SkPicture and save it in a file.
/**
* mCapturedFile is used to enforce we don't capture more than once for a given name (cause
* permissions don't allow to reset a property from render thread).
*/
std::string mCapturedFile;
/**
* mCaptureSequence counts how many frames are left to take in the sequence.
*/
int mCaptureSequence = 0;
/**
* mRecorder holds the current picture recorder. We could store it on the stack to support
* parallel tryCapture calls (not really needed).
*/
std::unique_ptr<SkPictureRecorder> mRecorder;
std::unique_ptr<SkNWayCanvas> mNwayCanvas;
std::function<void(sk_sp<SkPicture>&&)> mPictureCapturedCallback;
static float mLightRadius;
static uint8_t mAmbientShadowAlpha;
static uint8_t mSpotShadowAlpha;
static Vector3 mLightCenter;
};
} /* namespace skiapipeline */
} /* namespace uirenderer */
} /* namespace android */
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