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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/layers/layer.h"
#include "flutter/flow/paint_utils.h"
#include "third_party/skia/include/core/SkColorFilter.h"
namespace flutter {
Layer::Layer()
: paint_bounds_(SkRect::MakeEmpty()),
unique_id_(NextUniqueID()),
needs_system_composite_(false) {}
Layer::~Layer() = default;
uint64_t Layer::NextUniqueID() {
static std::atomic<uint64_t> nextID(1);
uint64_t id;
do {
id = nextID.fetch_add(1);
} while (id == 0); // 0 is reserved for an invalid id.
return id;
}
void Layer::Preroll(PrerollContext* context, const SkMatrix& matrix) {}
Layer::AutoPrerollSaveLayerState::AutoPrerollSaveLayerState(
PrerollContext* preroll_context,
bool save_layer_is_active,
bool layer_itself_performs_readback)
: preroll_context_(preroll_context),
save_layer_is_active_(save_layer_is_active),
layer_itself_performs_readback_(layer_itself_performs_readback) {
if (save_layer_is_active_) {
prev_surface_needs_readback_ = preroll_context_->surface_needs_readback;
preroll_context_->surface_needs_readback = false;
}
}
Layer::AutoPrerollSaveLayerState Layer::AutoPrerollSaveLayerState::Create(
PrerollContext* preroll_context,
bool save_layer_is_active,
bool layer_itself_performs_readback) {
return Layer::AutoPrerollSaveLayerState(preroll_context, save_layer_is_active,
layer_itself_performs_readback);
}
Layer::AutoPrerollSaveLayerState::~AutoPrerollSaveLayerState() {
if (save_layer_is_active_) {
preroll_context_->surface_needs_readback =
(prev_surface_needs_readback_ || layer_itself_performs_readback_);
}
}
#if defined(LEGACY_FUCHSIA_EMBEDDER)
void Layer::CheckForChildLayerBelow(PrerollContext* context) {
child_layer_exists_below_ = context->child_scene_layer_exists_below;
if (child_layer_exists_below_) {
set_needs_system_composite(true);
}
}
void Layer::UpdateScene(SceneUpdateContext& context) {
// If there is embedded Fuchsia content in the scene (a ChildSceneLayer),
// PhysicalShapeLayers that appear above the embedded content will be turned
// into their own Scenic layers.
if (child_layer_exists_below_) {
float global_scenic_elevation =
context.GetGlobalElevationForNextScenicLayer();
float local_scenic_elevation =
global_scenic_elevation - context.scenic_elevation();
float z_translation = -local_scenic_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(unique_id(), context.Matrix());
if (context.HasRetainedNode(key)) {
TRACE_EVENT_INSTANT0("flutter", "retained layer cache hit");
scenic::EntityNode* retained_node = context.GetRetainedNode(key);
FML_DCHECK(context.top_entity());
FML_DCHECK(retained_node->session() == context.session());
// Re-adjust the elevation.
retained_node->SetTranslation(0.f, 0.f, z_translation);
context.top_entity()->entity_node().AddChild(*retained_node);
return;
}
TRACE_EVENT_INSTANT0("flutter", "cache miss, creating");
// If we can't find an existing retained surface, create one.
SceneUpdateContext::Frame frame(
context, SkRRect::MakeRect(paint_bounds()), SK_ColorTRANSPARENT,
SkScalarRoundToInt(context.alphaf() * 255),
"flutter::PhysicalShapeLayer", z_translation, this);
frame.AddPaintLayer(this);
}
}
#endif
Layer::AutoSaveLayer::AutoSaveLayer(const PaintContext& paint_context,
const SkRect& bounds,
const SkPaint* paint)
: paint_context_(paint_context), bounds_(bounds) {
paint_context_.internal_nodes_canvas->saveLayer(bounds_, paint);
}
Layer::AutoSaveLayer::AutoSaveLayer(const PaintContext& paint_context,
const SkCanvas::SaveLayerRec& layer_rec)
: paint_context_(paint_context), bounds_(*layer_rec.fBounds) {
paint_context_.internal_nodes_canvas->saveLayer(layer_rec);
}
Layer::AutoSaveLayer Layer::AutoSaveLayer::Create(
const PaintContext& paint_context,
const SkRect& bounds,
const SkPaint* paint) {
return Layer::AutoSaveLayer(paint_context, bounds, paint);
}
Layer::AutoSaveLayer Layer::AutoSaveLayer::Create(
const PaintContext& paint_context,
const SkCanvas::SaveLayerRec& layer_rec) {
return Layer::AutoSaveLayer(paint_context, layer_rec);
}
Layer::AutoSaveLayer::~AutoSaveLayer() {
if (paint_context_.checkerboard_offscreen_layers) {
DrawCheckerboard(paint_context_.internal_nodes_canvas, bounds_);
}
paint_context_.internal_nodes_canvas->restore();
}
} // namespace flutter