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Cleans up header order/grouping for consistency: associated header, C/C++ system/standard library headers, library headers, platform-specific #includes. Adds <cstring> where strlen, memcpy are being used: there are a bunch of places we use them transitively. Applies linter-required cleanups. Disables linter on one file due to included RapidJson header. See https://github.com/flutter/flutter/issues/65676 This patch does not cover flutter/shell/platform/darwin. There's a separate, slightly more intensive cleanup for those in progress.
197 lines
6.6 KiB
C++
197 lines
6.6 KiB
C++
// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef FLUTTER_FLOW_LAYERS_LAYER_H_
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#define FLUTTER_FLOW_LAYERS_LAYER_H_
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#include <memory>
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#include <vector>
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#include "flutter/flow/embedded_views.h"
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#include "flutter/flow/instrumentation.h"
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#include "flutter/flow/raster_cache.h"
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#include "flutter/flow/texture.h"
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#include "flutter/fml/build_config.h"
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#include "flutter/fml/compiler_specific.h"
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#include "flutter/fml/logging.h"
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#include "flutter/fml/macros.h"
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#include "flutter/fml/trace_event.h"
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#include "third_party/skia/include/core/SkCanvas.h"
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#include "third_party/skia/include/core/SkColor.h"
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#include "third_party/skia/include/core/SkColorFilter.h"
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#include "third_party/skia/include/core/SkMatrix.h"
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#include "third_party/skia/include/core/SkPath.h"
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#include "third_party/skia/include/core/SkPicture.h"
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#include "third_party/skia/include/core/SkRRect.h"
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#include "third_party/skia/include/core/SkRect.h"
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#include "third_party/skia/include/utils/SkNWayCanvas.h"
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#if defined(LEGACY_FUCHSIA_EMBEDDER)
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#include "flutter/flow/scene_update_context.h" //nogncheck
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#include "lib/ui/scenic/cpp/resources.h" //nogncheck
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#include "lib/ui/scenic/cpp/session.h" //nogncheck
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#endif
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namespace flutter {
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static constexpr SkRect kGiantRect = SkRect::MakeLTRB(-1E9F, -1E9F, 1E9F, 1E9F);
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// This should be an exact copy of the Clip enum in painting.dart.
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enum Clip { none, hardEdge, antiAlias, antiAliasWithSaveLayer };
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struct PrerollContext {
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RasterCache* raster_cache;
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GrDirectContext* gr_context;
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ExternalViewEmbedder* view_embedder;
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MutatorsStack& mutators_stack;
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SkColorSpace* dst_color_space;
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SkRect cull_rect;
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bool surface_needs_readback;
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// These allow us to paint in the end of subtree Preroll.
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const Stopwatch& raster_time;
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const Stopwatch& ui_time;
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TextureRegistry& texture_registry;
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const bool checkerboard_offscreen_layers;
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const float frame_device_pixel_ratio;
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// These allow us to track properties like elevation, opacity, and the
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// prescence of a platform view during Preroll.
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bool has_platform_view = false;
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bool is_opaque = true;
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#if defined(LEGACY_FUCHSIA_EMBEDDER)
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// True if, during the traversal so far, we have seen a child_scene_layer.
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// Informs whether a layer needs to be system composited.
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bool child_scene_layer_exists_below = false;
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#endif
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};
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// Represents a single composited layer. Created on the UI thread but then
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// subquently used on the Rasterizer thread.
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class Layer {
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public:
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Layer();
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virtual ~Layer();
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virtual void Preroll(PrerollContext* context, const SkMatrix& matrix);
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// Used during Preroll by layers that employ a saveLayer to manage the
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// PrerollContext settings with values affected by the saveLayer mechanism.
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// This object must be created before calling Preroll on the children to
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// set up the state for the children and then restore the state upon
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// destruction.
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class AutoPrerollSaveLayerState {
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public:
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[[nodiscard]] static AutoPrerollSaveLayerState Create(
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PrerollContext* preroll_context,
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bool save_layer_is_active = true,
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bool layer_itself_performs_readback = false);
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~AutoPrerollSaveLayerState();
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private:
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AutoPrerollSaveLayerState(PrerollContext* preroll_context,
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bool save_layer_is_active,
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bool layer_itself_performs_readback);
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PrerollContext* preroll_context_;
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bool save_layer_is_active_;
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bool layer_itself_performs_readback_;
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bool prev_surface_needs_readback_;
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};
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struct PaintContext {
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// When splitting the scene into multiple canvases (e.g when embedding
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// a platform view on iOS) during the paint traversal we apply the non leaf
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// flow layers to all canvases, and leaf layers just to the "current"
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// canvas. Applying the non leaf layers to all canvases ensures that when
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// we switch a canvas (when painting a PlatformViewLayer) the next canvas
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// has the exact same state as the current canvas.
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// The internal_nodes_canvas is a SkNWayCanvas which is used by non leaf
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// and applies the operations to all canvases.
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// The leaf_nodes_canvas is the "current" canvas and is used by leaf
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// layers.
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SkCanvas* internal_nodes_canvas;
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SkCanvas* leaf_nodes_canvas;
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GrDirectContext* gr_context;
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ExternalViewEmbedder* view_embedder;
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const Stopwatch& raster_time;
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const Stopwatch& ui_time;
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TextureRegistry& texture_registry;
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const RasterCache* raster_cache;
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const bool checkerboard_offscreen_layers;
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const float frame_device_pixel_ratio;
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};
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// Calls SkCanvas::saveLayer and restores the layer upon destruction. Also
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// draws a checkerboard over the layer if that is enabled in the PaintContext.
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class AutoSaveLayer {
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public:
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[[nodiscard]] static AutoSaveLayer Create(const PaintContext& paint_context,
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const SkRect& bounds,
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const SkPaint* paint);
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[[nodiscard]] static AutoSaveLayer Create(
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const PaintContext& paint_context,
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const SkCanvas::SaveLayerRec& layer_rec);
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~AutoSaveLayer();
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private:
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AutoSaveLayer(const PaintContext& paint_context,
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const SkRect& bounds,
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const SkPaint* paint);
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AutoSaveLayer(const PaintContext& paint_context,
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const SkCanvas::SaveLayerRec& layer_rec);
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const PaintContext& paint_context_;
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const SkRect bounds_;
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};
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virtual void Paint(PaintContext& context) const = 0;
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#if defined(LEGACY_FUCHSIA_EMBEDDER)
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// Updates the system composited scene.
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virtual void UpdateScene(SceneUpdateContext& context);
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virtual void CheckForChildLayerBelow(PrerollContext* context);
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#endif
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bool needs_system_composite() const { return needs_system_composite_; }
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void set_needs_system_composite(bool value) {
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needs_system_composite_ = value;
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}
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const SkRect& paint_bounds() const { return paint_bounds_; }
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// This must be set by the time Preroll() returns otherwise the layer will
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// be assumed to have empty paint bounds (paints no content).
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void set_paint_bounds(const SkRect& paint_bounds) {
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paint_bounds_ = paint_bounds;
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}
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bool needs_painting() const { return !paint_bounds_.isEmpty(); }
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uint64_t unique_id() const { return unique_id_; }
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protected:
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#if defined(LEGACY_FUCHSIA_EMBEDDER)
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bool child_layer_exists_below_ = false;
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#endif
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private:
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SkRect paint_bounds_;
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uint64_t unique_id_;
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bool needs_system_composite_;
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static uint64_t NextUniqueID();
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FML_DISALLOW_COPY_AND_ASSIGN(Layer);
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};
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} // namespace flutter
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#endif // FLUTTER_FLOW_LAYERS_LAYER_H_
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