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scene_update_context.cc
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scene_update_context.cc
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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/flow/scene_update_context.h"
#include "flutter/flow/export_node.h"
#include "flutter/flow/layers/layer.h"
#include "flutter/flow/matrix_decomposition.h"
#include "flutter/fml/trace_event.h"
namespace flow {
SceneUpdateContext::SceneUpdateContext(scenic::Session* session,
SurfaceProducer* surface_producer)
: session_(session), surface_producer_(surface_producer) {
FML_DCHECK(surface_producer_ != nullptr);
}
SceneUpdateContext::~SceneUpdateContext() {
// Release Mozart session resources for all ExportNodes.
for (auto export_node : export_nodes_) {
export_node->Dispose(false);
}
};
void SceneUpdateContext::AddChildScene(ExportNode* export_node,
SkPoint offset,
bool hit_testable) {
FML_DCHECK(top_entity_);
export_node->Bind(*this, top_entity_->entity_node(), offset, hit_testable);
}
void SceneUpdateContext::AddExportNode(ExportNode* export_node) {
export_nodes_.insert(export_node); // Might already have been added.
}
void SceneUpdateContext::RemoveExportNode(ExportNode* export_node) {
export_nodes_.erase(export_node);
}
void SceneUpdateContext::CreateFrame(scenic::EntityNode& entity_node,
const SkRRect& rrect,
SkColor color,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers) {
// Frames always clip their children.
entity_node.SetClip(0u, true /* clip to self */);
// We don't need a shape if the frame is zero size.
if (rrect.isEmpty())
return;
// Add a part which represents the frame's geometry for clipping purposes
// and possibly for its texture.
// TODO(MZ-137): Need to be able to express the radii as vectors.
SkRect shape_bounds = rrect.getBounds();
scenic::RoundedRectangle shape(
session_, // session
rrect.width(), // width
rrect.height(), // height
rrect.radii(SkRRect::kUpperLeft_Corner).x(), // top_left_radius
rrect.radii(SkRRect::kUpperRight_Corner).x(), // top_right_radius
rrect.radii(SkRRect::kLowerRight_Corner).x(), // bottom_right_radius
rrect.radii(SkRRect::kLowerLeft_Corner).x() // bottom_left_radius
);
scenic::ShapeNode shape_node(session_);
shape_node.SetShape(shape);
shape_node.SetTranslation(shape_bounds.width() * 0.5f + shape_bounds.left(),
shape_bounds.height() * 0.5f + shape_bounds.top(),
0.f);
entity_node.AddPart(shape_node);
// Check whether the painted layers will be visible.
if (paint_bounds.isEmpty() || !paint_bounds.intersects(shape_bounds))
paint_layers.clear();
// Check whether a solid color will suffice.
if (paint_layers.empty()) {
SetShapeColor(shape_node, color);
return;
}
// Apply current metrics and transformation scale factors.
const float scale_x = metrics_->scale_x * top_scale_x_;
const float scale_y = metrics_->scale_y * top_scale_y_;
// If the painted area only covers a portion of the frame then we can
// reduce the texture size by drawing just that smaller area.
SkRect inner_bounds = shape_bounds;
inner_bounds.intersect(paint_bounds);
if (inner_bounds != shape_bounds && rrect.contains(inner_bounds)) {
SetShapeColor(shape_node, color);
scenic::Rectangle inner_shape(session_, inner_bounds.width(),
inner_bounds.height());
scenic::ShapeNode inner_node(session_);
inner_node.SetShape(inner_shape);
inner_node.SetTranslation(inner_bounds.width() * 0.5f + inner_bounds.left(),
inner_bounds.height() * 0.5f + inner_bounds.top(),
0.f);
entity_node.AddPart(inner_node);
SetShapeTextureOrColor(inner_node, color, scale_x, scale_y, inner_bounds,
std::move(paint_layers));
return;
}
// Apply a texture to the whole shape.
SetShapeTextureOrColor(shape_node, color, scale_x, scale_y, shape_bounds,
std::move(paint_layers));
}
void SceneUpdateContext::SetShapeTextureOrColor(
scenic::ShapeNode& shape_node,
SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers) {
scenic::Image* image = GenerateImageIfNeeded(
color, scale_x, scale_y, paint_bounds, std::move(paint_layers));
if (image != nullptr) {
scenic::Material material(session_);
material.SetTexture(*image);
shape_node.SetMaterial(material);
return;
}
SetShapeColor(shape_node, color);
}
void SceneUpdateContext::SetShapeColor(scenic::ShapeNode& shape_node,
SkColor color) {
if (SkColorGetA(color) == 0)
return;
scenic::Material material(session_);
material.SetColor(SkColorGetR(color), SkColorGetG(color), SkColorGetB(color),
SkColorGetA(color));
shape_node.SetMaterial(material);
}
scenic::Image* SceneUpdateContext::GenerateImageIfNeeded(
SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers) {
// Bail if there's nothing to paint.
if (paint_layers.empty())
return nullptr;
// Bail if the physical bounds are empty after rounding.
SkISize physical_size = SkISize::Make(paint_bounds.width() * scale_x,
paint_bounds.height() * scale_y);
if (physical_size.isEmpty())
return nullptr;
// Acquire a surface from the surface producer and register the paint tasks.
auto surface = surface_producer_->ProduceSurface(physical_size);
if (!surface) {
FML_LOG(ERROR) << "Could not acquire a surface from the surface producer "
"of size: "
<< physical_size.width() << "x" << physical_size.height();
return nullptr;
}
auto image = surface->GetImage();
// Enqueue the paint task.
paint_tasks_.push_back({.surface = std::move(surface),
.left = paint_bounds.left(),
.top = paint_bounds.top(),
.scale_x = scale_x,
.scale_y = scale_y,
.background_color = color,
.layers = std::move(paint_layers)});
return image;
}
std::vector<std::unique_ptr<flow::SceneUpdateContext::SurfaceProducerSurface>>
SceneUpdateContext::ExecutePaintTasks(CompositorContext::ScopedFrame& frame) {
TRACE_EVENT0("flutter", "SceneUpdateContext::ExecutePaintTasks");
std::vector<std::unique_ptr<SurfaceProducerSurface>> surfaces_to_submit;
for (auto& task : paint_tasks_) {
FML_DCHECK(task.surface);
SkCanvas* canvas = task.surface->GetSkiaSurface()->getCanvas();
Layer::PaintContext context = {canvas,
canvas,
nullptr,
frame.context().frame_time(),
frame.context().engine_time(),
frame.context().texture_registry(),
&frame.context().raster_cache(),
false};
canvas->restoreToCount(1);
canvas->save();
canvas->clear(task.background_color);
canvas->scale(task.scale_x, task.scale_y);
canvas->translate(-task.left, -task.top);
for (Layer* layer : task.layers) {
layer->Paint(context);
}
surfaces_to_submit.emplace_back(std::move(task.surface));
}
paint_tasks_.clear();
return surfaces_to_submit;
}
SceneUpdateContext::Entity::Entity(SceneUpdateContext& context)
: context_(context),
previous_entity_(context.top_entity_),
entity_node_(context.session()) {
if (previous_entity_)
previous_entity_->entity_node_.AddChild(entity_node_);
context.top_entity_ = this;
}
SceneUpdateContext::Entity::~Entity() {
FML_DCHECK(context_.top_entity_ == this);
context_.top_entity_ = previous_entity_;
}
SceneUpdateContext::Clip::Clip(SceneUpdateContext& context,
scenic::Shape& shape,
const SkRect& shape_bounds)
: Entity(context) {
scenic::ShapeNode shape_node(context.session());
shape_node.SetShape(shape);
shape_node.SetTranslation(shape_bounds.width() * 0.5f + shape_bounds.left(),
shape_bounds.height() * 0.5f + shape_bounds.top(),
0.f);
entity_node().AddPart(shape_node);
entity_node().SetClip(0u, true /* clip to self */);
}
SceneUpdateContext::Clip::~Clip() = default;
SceneUpdateContext::Transform::Transform(SceneUpdateContext& context,
const SkMatrix& transform)
: Entity(context),
previous_scale_x_(context.top_scale_x_),
previous_scale_y_(context.top_scale_y_) {
if (!transform.isIdentity()) {
// TODO(MZ-192): The perspective and shear components in the matrix
// are not handled correctly.
MatrixDecomposition decomposition(transform);
if (decomposition.IsValid()) {
entity_node().SetTranslation(decomposition.translation().x(), //
decomposition.translation().y(), //
decomposition.translation().z() //
);
entity_node().SetScale(decomposition.scale().x(), //
decomposition.scale().y(), //
decomposition.scale().z() //
);
context.top_scale_x_ *= decomposition.scale().x();
context.top_scale_y_ *= decomposition.scale().y();
entity_node().SetRotation(decomposition.rotation().fData[0], //
decomposition.rotation().fData[1], //
decomposition.rotation().fData[2], //
decomposition.rotation().fData[3] //
);
}
}
}
SceneUpdateContext::Transform::Transform(SceneUpdateContext& context,
float scale_x,
float scale_y,
float scale_z)
: Entity(context),
previous_scale_x_(context.top_scale_x_),
previous_scale_y_(context.top_scale_y_) {
if (scale_x != 1.f || scale_y != 1.f || scale_z != 1.f) {
entity_node().SetScale(scale_x, scale_y, scale_z);
context.top_scale_x_ *= scale_x;
context.top_scale_y_ *= scale_y;
}
}
SceneUpdateContext::Transform::~Transform() {
context().top_scale_x_ = previous_scale_x_;
context().top_scale_y_ = previous_scale_y_;
}
SceneUpdateContext::Frame::Frame(SceneUpdateContext& context,
const SkRRect& rrect,
SkColor color,
float elevation)
: Entity(context),
rrect_(rrect),
color_(color),
paint_bounds_(SkRect::MakeEmpty()) {
if (elevation != 0.0)
entity_node().SetTranslation(0.f, 0.f, elevation);
}
SceneUpdateContext::Frame::~Frame() {
context().CreateFrame(entity_node(), rrect_, color_, paint_bounds_,
std::move(paint_layers_));
}
void SceneUpdateContext::Frame::AddPaintedLayer(Layer* layer) {
FML_DCHECK(layer->needs_painting());
paint_layers_.push_back(layer);
paint_bounds_.join(layer->paint_bounds());
}
} // namespace flow