Retained rendering in Fuchsia PhysicalShapeLayer (#6558)

For flutter/flutter#23535

When this lands/rolls into Fuchsia, a manual roll with https://fuchsia-review.googlesource.com/c/topaz/+/241557 is needed.
This commit is contained in:
liyuqian
2019-02-04 13:31:10 -08:00
committed by GitHub
parent 194608290e
commit eaae8a67bc
3 changed files with 113 additions and 37 deletions
+15 -1
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@@ -66,7 +66,21 @@ void PhysicalShapeLayer::Preroll(PrerollContext* context,
void PhysicalShapeLayer::UpdateScene(SceneUpdateContext& context) {
FML_DCHECK(needs_system_composite());
SceneUpdateContext::Frame frame(context, frameRRect_, color_, elevation_);
// Retained rendering: speedup by reusing a retained entity node if possible.
// When an entity node is reused, no paint layer is added to the frame so we
// won't call PhysicalShapeLayer::Paint.
LayerRasterCacheKey key(this, context.Matrix());
if (context.HasRetainedNode(key)) {
const scenic::EntityNode& retained_node = context.GetRetainedNode(key);
FML_DCHECK(context.top_entity());
FML_DCHECK(retained_node.session() == context.session());
context.top_entity()->entity_node().AddChild(retained_node);
return;
}
// If we can't find an existing retained surface, create one.
SceneUpdateContext::Frame frame(context, frameRRect_, color_, elevation_,
this);
for (auto& layer : layers()) {
if (layer->needs_painting()) {
frame.AddPaintLayer(layer.get());
+37 -24
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@@ -40,13 +40,15 @@ 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) {
void SceneUpdateContext::CreateFrame(
std::unique_ptr<scenic::EntityNode> entity_node,
const SkRRect& rrect,
SkColor color,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers,
Layer* layer) {
// Frames always clip their children.
entity_node.SetClip(0u, true /* clip to self */);
entity_node->SetClip(0u, true /* clip to self */);
// We don't need a shape if the frame is zero size.
if (rrect.isEmpty())
@@ -70,7 +72,7 @@ void SceneUpdateContext::CreateFrame(scenic::EntityNode& entity_node,
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->AddPart(shape_node);
// Check whether the painted layers will be visible.
if (paint_bounds.isEmpty() || !paint_bounds.intersects(shape_bounds))
@@ -83,8 +85,8 @@ void SceneUpdateContext::CreateFrame(scenic::EntityNode& entity_node,
}
// 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_;
const float scale_x = ScaleX();
const float scale_y = ScaleY();
// If the painted area only covers a portion of the frame then we can
// reduce the texture size by drawing just that smaller area.
@@ -100,15 +102,17 @@ void SceneUpdateContext::CreateFrame(scenic::EntityNode& entity_node,
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);
entity_node->AddPart(inner_node);
SetShapeTextureOrColor(inner_node, color, scale_x, scale_y, inner_bounds,
std::move(paint_layers));
std::move(paint_layers), layer,
std::move(entity_node));
return;
}
// Apply a texture to the whole shape.
SetShapeTextureOrColor(shape_node, color, scale_x, scale_y, shape_bounds,
std::move(paint_layers));
std::move(paint_layers), layer,
std::move(entity_node));
}
void SceneUpdateContext::SetShapeTextureOrColor(
@@ -117,9 +121,12 @@ void SceneUpdateContext::SetShapeTextureOrColor(
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers) {
std::vector<Layer*> paint_layers,
Layer* layer,
std::unique_ptr<scenic::EntityNode> entity_node) {
scenic::Image* image = GenerateImageIfNeeded(
color, scale_x, scale_y, paint_bounds, std::move(paint_layers));
color, scale_x, scale_y, paint_bounds, std::move(paint_layers), layer,
std::move(entity_node));
if (image != nullptr) {
scenic::Material material(session_);
material.SetTexture(*image);
@@ -146,7 +153,9 @@ scenic::Image* SceneUpdateContext::GenerateImageIfNeeded(
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers) {
std::vector<Layer*> paint_layers,
Layer* layer,
std::unique_ptr<scenic::EntityNode> entity_node) {
// Bail if there's nothing to paint.
if (paint_layers.empty())
return nullptr;
@@ -158,7 +167,10 @@ scenic::Image* SceneUpdateContext::GenerateImageIfNeeded(
return nullptr;
// Acquire a surface from the surface producer and register the paint tasks.
auto surface = surface_producer_->ProduceSurface(physical_size);
std::unique_ptr<SurfaceProducerSurface> surface =
surface_producer_->ProduceSurface(physical_size,
LayerRasterCacheKey(layer, Matrix()),
std::move(entity_node));
if (!surface) {
FML_LOG(ERROR) << "Could not acquire a surface from the surface producer "
@@ -210,11 +222,10 @@ SceneUpdateContext::ExecutePaintTasks(CompositorContext::ScopedFrame& frame) {
}
SceneUpdateContext::Entity::Entity(SceneUpdateContext& context)
: context_(context),
previous_entity_(context.top_entity_),
entity_node_(context.session()) {
: context_(context), previous_entity_(context.top_entity_) {
entity_node_ptr_ = std::make_unique<scenic::EntityNode>(context.session());
if (previous_entity_)
previous_entity_->entity_node_.AddChild(entity_node_);
previous_entity_->entity_node_ptr_->AddChild(*entity_node_ptr_);
context.top_entity_ = this;
}
@@ -292,18 +303,20 @@ SceneUpdateContext::Transform::~Transform() {
SceneUpdateContext::Frame::Frame(SceneUpdateContext& context,
const SkRRect& rrect,
SkColor color,
float elevation)
float elevation,
Layer* layer)
: Entity(context),
rrect_(rrect),
color_(color),
paint_bounds_(SkRect::MakeEmpty()) {
paint_bounds_(SkRect::MakeEmpty()),
layer_(layer) {
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_));
context().CreateFrame(std::move(entity_node_ptr()), rrect_, color_,
paint_bounds_, std::move(paint_layers_), layer_);
}
void SceneUpdateContext::Frame::AddPaintLayer(Layer* layer) {
+61 -12
View File
@@ -10,6 +10,7 @@
#include <vector>
#include "flutter/flow/compositor_context.h"
#include "flutter/flow/raster_cache_key.h"
#include "flutter/fml/build_config.h"
#include "flutter/fml/compiler_specific.h"
#include "flutter/fml/logging.h"
@@ -50,8 +51,19 @@ class SceneUpdateContext {
public:
virtual ~SurfaceProducer() = default;
// The produced surface owns the entity_node and has a layer_key for
// retained rendering. The surface will only be retained if the layer_key
// has a non-null layer pointer (layer_key.id()).
virtual std::unique_ptr<SurfaceProducerSurface> ProduceSurface(
const SkISize& size) = 0;
const SkISize& size,
const LayerRasterCacheKey& layer_key,
std::unique_ptr<scenic::EntityNode> entity_node) = 0;
// Query a retained entity node (owned by a retained surface) for retained
// rendering.
virtual bool HasRetainedNode(const LayerRasterCacheKey& key) const = 0;
virtual const scenic::EntityNode& GetRetainedNode(
const LayerRasterCacheKey& key) = 0;
virtual void SubmitSurface(
std::unique_ptr<SurfaceProducerSurface> surface) = 0;
@@ -63,13 +75,16 @@ class SceneUpdateContext {
~Entity();
SceneUpdateContext& context() { return context_; }
scenic::EntityNode& entity_node() { return entity_node_; }
scenic::EntityNode& entity_node() { return *entity_node_ptr_; }
std::unique_ptr<scenic::EntityNode>& entity_node_ptr() {
return entity_node_ptr_;
}
private:
SceneUpdateContext& context_;
Entity* const previous_entity_;
scenic::EntityNode entity_node_;
std::unique_ptr<scenic::EntityNode> entity_node_ptr_;
};
class Clip : public Entity {
@@ -96,10 +111,15 @@ class SceneUpdateContext {
class Frame : public Entity {
public:
// When layer is not nullptr, the frame is associated with a layer subtree
// rooted with that layer. The frame may then create a surface that will be
// retained for that layer.
Frame(SceneUpdateContext& context,
const SkRRect& rrect,
SkColor color,
float elevation);
float elevation,
Layer* layer = nullptr);
~Frame();
void AddPaintLayer(Layer* layer);
@@ -110,6 +130,7 @@ class SceneUpdateContext {
std::vector<Layer*> paint_layers_;
SkRect paint_bounds_;
Layer* layer_;
};
SceneUpdateContext(scenic::Session* session,
@@ -119,6 +140,8 @@ class SceneUpdateContext {
scenic::Session* session() { return session_; }
Entity* top_entity() { return top_entity_; }
bool has_metrics() const { return !!metrics_; }
void set_metrics(fuchsia::ui::gfx::MetricsPtr metrics) {
metrics_ = std::move(metrics);
@@ -147,6 +170,20 @@ class SceneUpdateContext {
std::vector<std::unique_ptr<SurfaceProducerSurface>> ExecutePaintTasks(
CompositorContext::ScopedFrame& frame);
float ScaleX() const { return metrics_->scale_x * top_scale_x_; }
float ScaleY() const { return metrics_->scale_y * top_scale_y_; }
// The transformation matrix of the current context. It's used to construct
// the LayerRasterCacheKey for a given layer.
SkMatrix Matrix() const { return SkMatrix::MakeScale(ScaleX(), ScaleY()); }
bool HasRetainedNode(const LayerRasterCacheKey& key) const {
return surface_producer_->HasRetainedNode(key);
}
const scenic::EntityNode& GetRetainedNode(const LayerRasterCacheKey& key) {
return surface_producer_->GetRetainedNode(key);
}
private:
struct PaintTask {
std::unique_ptr<SurfaceProducerSurface> surface;
@@ -158,23 +195,35 @@ class SceneUpdateContext {
std::vector<Layer*> layers;
};
void CreateFrame(scenic::EntityNode& entity_node,
// Setup the entity_node as a frame that materialize all the paint_layers. In
// most cases, this creates a VulkanSurface (SurfaceProducerSurface) by
// calling SetShapeTextureOrColor and GenerageImageIfNeeded. Such surface will
// own the associated entity_node. If the layer pointer isn't nullptr, the
// surface (and thus the entity_node) will be retained for that layer to
// improve the performance.
void CreateFrame(std::unique_ptr<scenic::EntityNode> entity_node,
const SkRRect& rrect,
SkColor color,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers);
std::vector<Layer*> paint_layers,
Layer* layer);
void SetShapeTextureOrColor(scenic::ShapeNode& shape_node,
SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers);
std::vector<Layer*> paint_layers,
Layer* layer,
std::unique_ptr<scenic::EntityNode> entity_node);
void SetShapeColor(scenic::ShapeNode& shape_node, SkColor color);
scenic::Image* GenerateImageIfNeeded(SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers);
scenic::Image* GenerateImageIfNeeded(
SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers,
Layer* layer,
std::unique_ptr<scenic::EntityNode> entity_node);
Entity* top_entity_ = nullptr;
float top_scale_x_ = 1.f;