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This adds more trace events to more layer operations and enhances the trace counters for the Fuchsia vulkan surface pool to include retained surface counts, emit stats on recycle events that might change the surface count, and by separating counters which measure bytes from counters which measure counts to make analysis simpler.
222 lines
8.2 KiB
C++
222 lines
8.2 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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#include "flutter/flow/layers/physical_shape_layer.h"
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#include "flutter/flow/paint_utils.h"
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#include "third_party/skia/include/utils/SkShadowUtils.h"
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namespace flutter {
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const SkScalar kLightHeight = 600;
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const SkScalar kLightRadius = 800;
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PhysicalShapeLayer::PhysicalShapeLayer(SkColor color,
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SkColor shadow_color,
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SkScalar device_pixel_ratio,
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float viewport_depth,
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float elevation,
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const SkPath& path,
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Clip clip_behavior)
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: color_(color),
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shadow_color_(shadow_color),
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device_pixel_ratio_(device_pixel_ratio),
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viewport_depth_(viewport_depth),
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elevation_(elevation),
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path_(path),
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isRect_(false),
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clip_behavior_(clip_behavior) {
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SkRect rect;
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if (path.isRect(&rect)) {
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isRect_ = true;
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frameRRect_ = SkRRect::MakeRect(rect);
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} else if (path.isRRect(&frameRRect_)) {
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isRect_ = frameRRect_.isRect();
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} else if (path.isOval(&rect)) {
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// isRRect returns false for ovals, so we need to explicitly check isOval
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// as well.
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frameRRect_ = SkRRect::MakeOval(rect);
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} else {
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// Scenic currently doesn't provide an easy way to create shapes from
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// arbitrary paths.
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// For shapes that cannot be represented as a rounded rectangle we
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// default to use the bounding rectangle.
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// TODO(amirh): fix this once we have a way to create a Scenic shape from
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// an SkPath.
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frameRRect_ = SkRRect::MakeRect(path.getBounds());
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}
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}
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PhysicalShapeLayer::~PhysicalShapeLayer() = default;
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void PhysicalShapeLayer::Preroll(PrerollContext* context,
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const SkMatrix& matrix) {
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TRACE_EVENT0("flutter", "PhysicalShapeLayer::Preroll");
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context->total_elevation += elevation_;
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total_elevation_ = context->total_elevation;
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SkRect child_paint_bounds;
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PrerollChildren(context, matrix, &child_paint_bounds);
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context->total_elevation -= elevation_;
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if (elevation_ == 0) {
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set_paint_bounds(path_.getBounds());
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} else {
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#if defined(OS_FUCHSIA)
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// Let the system compositor draw all shadows for us.
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set_needs_system_composite(true);
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#else
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// Add some margin to the paint bounds to leave space for the shadow.
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// We fill this whole region and clip children to it so we don't need to
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// join the child paint bounds.
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// The offset is calculated as follows:
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// .--- (kLightRadius)
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// -------/ (light)
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// | /
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// | /
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// |/
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// |O
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// /| (kLightHeight)
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// / |
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// / |
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// / |
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// / |
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// ------------- (layer)
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// /| |
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// / | | (elevation)
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// A / | |B
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// ------------------------------------------------ (canvas)
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// --- (extent of shadow)
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//
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// E = lt } t = (r + w/2)/h
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// } =>
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// r + w/2 = ht } E = (l/h)(r + w/2)
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//
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// Where: E = extent of shadow
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// l = elevation of layer
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// r = radius of the light source
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// w = width of the layer
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// h = light height
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// t = tangent of AOB, i.e., multiplier for elevation to extent
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SkRect bounds(path_.getBounds());
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// tangent for x
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double tx = (kLightRadius * device_pixel_ratio_ + bounds.width() * 0.5) /
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kLightHeight;
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// tangent for y
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double ty = (kLightRadius * device_pixel_ratio_ + bounds.height() * 0.5) /
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kLightHeight;
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bounds.outset(elevation_ * tx, elevation_ * ty);
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set_paint_bounds(bounds);
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#endif // defined(OS_FUCHSIA)
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}
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}
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#if defined(OS_FUCHSIA)
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void PhysicalShapeLayer::UpdateScene(SceneUpdateContext& context) {
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FML_DCHECK(needs_system_composite());
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TRACE_EVENT0("flutter", "PhysicalShapeLayer::UpdateScene");
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// Retained rendering: speedup by reusing a retained entity node if possible.
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// When an entity node is reused, no paint layer is added to the frame so we
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// won't call PhysicalShapeLayer::Paint.
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LayerRasterCacheKey key(unique_id(), context.Matrix());
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if (context.HasRetainedNode(key)) {
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TRACE_EVENT_INSTANT0("flutter", "retained layer cache hit");
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const scenic::EntityNode& retained_node = context.GetRetainedNode(key);
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FML_DCHECK(context.top_entity());
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FML_DCHECK(retained_node.session() == context.session());
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context.top_entity()->entity_node().AddChild(retained_node);
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return;
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}
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TRACE_EVENT_INSTANT0("flutter", "cache miss, creating");
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// If we can't find an existing retained surface, create one.
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SceneUpdateContext::Frame frame(context, frameRRect_, color_, elevation_,
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total_elevation_, viewport_depth_, this);
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for (auto& layer : layers()) {
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if (layer->needs_painting()) {
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frame.AddPaintLayer(layer.get());
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}
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}
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UpdateSceneChildren(context);
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}
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#endif // defined(OS_FUCHSIA)
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void PhysicalShapeLayer::Paint(PaintContext& context) const {
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TRACE_EVENT0("flutter", "PhysicalShapeLayer::Paint");
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FML_DCHECK(needs_painting());
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if (elevation_ != 0) {
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DrawShadow(context.leaf_nodes_canvas, path_, shadow_color_, elevation_,
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SkColorGetA(color_) != 0xff, device_pixel_ratio_);
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}
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// Call drawPath without clip if possible for better performance.
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SkPaint paint;
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paint.setColor(color_);
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paint.setAntiAlias(true);
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if (clip_behavior_ != Clip::antiAliasWithSaveLayer) {
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context.leaf_nodes_canvas->drawPath(path_, paint);
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}
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int saveCount = context.internal_nodes_canvas->save();
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switch (clip_behavior_) {
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case Clip::hardEdge:
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context.internal_nodes_canvas->clipPath(path_, false);
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break;
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case Clip::antiAlias:
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context.internal_nodes_canvas->clipPath(path_, true);
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break;
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case Clip::antiAliasWithSaveLayer:
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context.internal_nodes_canvas->clipPath(path_, true);
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context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr);
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break;
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case Clip::none:
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break;
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}
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if (clip_behavior_ == Clip::antiAliasWithSaveLayer) {
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// If we want to avoid the bleeding edge artifact
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// (https://github.com/flutter/flutter/issues/18057#issue-328003931)
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// using saveLayer, we have to call drawPaint instead of drawPath as
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// anti-aliased drawPath will always have such artifacts.
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context.leaf_nodes_canvas->drawPaint(paint);
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}
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PaintChildren(context);
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context.internal_nodes_canvas->restoreToCount(saveCount);
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}
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void PhysicalShapeLayer::DrawShadow(SkCanvas* canvas,
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const SkPath& path,
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SkColor color,
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float elevation,
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bool transparentOccluder,
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SkScalar dpr) {
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const SkScalar kAmbientAlpha = 0.039f;
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const SkScalar kSpotAlpha = 0.25f;
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SkShadowFlags flags = transparentOccluder
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? SkShadowFlags::kTransparentOccluder_ShadowFlag
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: SkShadowFlags::kNone_ShadowFlag;
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const SkRect& bounds = path.getBounds();
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SkScalar shadow_x = (bounds.left() + bounds.right()) / 2;
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SkScalar shadow_y = bounds.top() - 600.0f;
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SkColor inAmbient = SkColorSetA(color, kAmbientAlpha * SkColorGetA(color));
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SkColor inSpot = SkColorSetA(color, kSpotAlpha * SkColorGetA(color));
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SkColor ambientColor, spotColor;
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SkShadowUtils::ComputeTonalColors(inAmbient, inSpot, &ambientColor,
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&spotColor);
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SkShadowUtils::DrawShadow(
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canvas, path, SkPoint3::Make(0, 0, dpr * elevation),
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SkPoint3::Make(shadow_x, shadow_y, dpr * kLightHeight),
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dpr * kLightRadius, ambientColor, spotColor, flags);
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}
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} // namespace flutter
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