scene_builder.cc 10.0 KB
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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

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#include "flutter/lib/ui/compositing/scene_builder.h"
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#include "flutter/flow/layers/backdrop_filter_layer.h"
#include "flutter/flow/layers/clip_path_layer.h"
#include "flutter/flow/layers/clip_rect_layer.h"
#include "flutter/flow/layers/clip_rrect_layer.h"
#include "flutter/flow/layers/color_filter_layer.h"
#include "flutter/flow/layers/container_layer.h"
#include "flutter/flow/layers/opacity_layer.h"
#include "flutter/flow/layers/performance_overlay_layer.h"
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#include "flutter/flow/layers/physical_model_layer.h"
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#include "flutter/flow/layers/picture_layer.h"
#include "flutter/flow/layers/shader_mask_layer.h"
#include "flutter/flow/layers/transform_layer.h"
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#include "flutter/lib/ui/painting/matrix.h"
#include "flutter/lib/ui/painting/shader.h"
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#include "lib/ftl/build_config.h"
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#include "lib/tonic/converter/dart_converter.h"
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#include "lib/tonic/dart_args.h"
#include "lib/tonic/dart_binding_macros.h"
#include "lib/tonic/dart_library_natives.h"
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#include "third_party/skia/include/core/SkColorFilter.h"
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#if defined(OS_FUCHSIA)
#include "flutter/flow/layers/child_scene_layer.h"
#endif

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namespace blink {
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static void SceneBuilder_constructor(Dart_NativeArguments args) {
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  DartCallConstructor(&SceneBuilder::create, args);
}

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IMPLEMENT_WRAPPERTYPEINFO(ui, SceneBuilder);
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#define FOR_EACH_BINDING(V)                         \
  V(SceneBuilder, pushTransform)                    \
  V(SceneBuilder, pushClipRect)                     \
  V(SceneBuilder, pushClipRRect)                    \
  V(SceneBuilder, pushClipPath)                     \
  V(SceneBuilder, pushOpacity)                      \
  V(SceneBuilder, pushColorFilter)                  \
  V(SceneBuilder, pushBackdropFilter)               \
  V(SceneBuilder, pushShaderMask)                   \
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  V(SceneBuilder, pushPhysicalModel)                \
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  V(SceneBuilder, pop)                              \
  V(SceneBuilder, addPicture)                       \
  V(SceneBuilder, addChildScene)                    \
  V(SceneBuilder, addPerformanceOverlay)            \
  V(SceneBuilder, setRasterizerTracingThreshold)    \
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  V(SceneBuilder, setCheckerboardOffscreenLayers)   \
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  V(SceneBuilder, setCheckerboardRasterCacheImages) \
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  V(SceneBuilder, build)
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FOR_EACH_BINDING(DART_NATIVE_CALLBACK)
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void SceneBuilder::RegisterNatives(tonic::DartLibraryNatives* natives) {
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  natives->Register(
      {{"SceneBuilder_constructor", SceneBuilder_constructor, 1, true},
       FOR_EACH_BINDING(DART_REGISTER_NATIVE)});
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}
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SceneBuilder::SceneBuilder()
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    : m_currentLayer(nullptr),
      m_currentRasterizerTracingThreshold(0),
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      m_checkerboardRasterCacheImages(false),
      m_checkerboardOffscreenLayers(false) {
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  m_cullRects.push(SkRect::MakeLargest());
}
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SceneBuilder::~SceneBuilder() {}
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void SceneBuilder::pushTransform(const tonic::Float64List& matrix4) {
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  SkMatrix sk_matrix = ToSkMatrix(matrix4);
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  SkMatrix inverse_sk_matrix;
  SkRect cullRect;
  if (sk_matrix.invert(&inverse_sk_matrix))
    inverse_sk_matrix.mapRect(&cullRect, m_cullRects.top());
  else
    cullRect = SkRect::MakeLargest();

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  std::unique_ptr<flow::TransformLayer> layer(new flow::TransformLayer());
  layer->set_transform(sk_matrix);
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  addLayer(std::move(layer), cullRect);
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}

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void SceneBuilder::pushClipRect(double left,
                                double right,
                                double top,
                                double bottom) {
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  const SkRect clipRect = SkRect::MakeLTRB(left, top, right, bottom);
  SkRect cullRect;
  if (!cullRect.intersect(clipRect, m_cullRects.top()))
    cullRect = SkRect::MakeEmpty();

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  std::unique_ptr<flow::ClipRectLayer> layer(new flow::ClipRectLayer());
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  layer->set_clip_rect(clipRect);
  addLayer(std::move(layer), cullRect);
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}

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void SceneBuilder::pushClipRRect(const RRect& rrect) {
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  SkRect cullRect;
  if (!cullRect.intersect(rrect.sk_rrect.rect(), m_cullRects.top()))
    cullRect = SkRect::MakeEmpty();

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  std::unique_ptr<flow::ClipRRectLayer> layer(new flow::ClipRRectLayer());
  layer->set_clip_rrect(rrect.sk_rrect);
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  addLayer(std::move(layer), cullRect);
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}

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void SceneBuilder::pushClipPath(const CanvasPath* path) {
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  SkRect cullRect;
  if (!cullRect.intersect(path->path().getBounds(), m_cullRects.top()))
    cullRect = SkRect::MakeEmpty();

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  std::unique_ptr<flow::ClipPathLayer> layer(new flow::ClipPathLayer());
  layer->set_clip_path(path->path());
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  addLayer(std::move(layer), cullRect);
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}

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void SceneBuilder::pushOpacity(int alpha) {
  std::unique_ptr<flow::OpacityLayer> layer(new flow::OpacityLayer());
  layer->set_alpha(alpha);
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  addLayer(std::move(layer), m_cullRects.top());
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}

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void SceneBuilder::pushColorFilter(int color, int blendMode) {
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  std::unique_ptr<flow::ColorFilterLayer> layer(new flow::ColorFilterLayer());
  layer->set_color(static_cast<SkColor>(color));
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  layer->set_blend_mode(static_cast<SkBlendMode>(blendMode));
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  addLayer(std::move(layer), m_cullRects.top());
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}

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void SceneBuilder::pushBackdropFilter(ImageFilter* filter) {
  std::unique_ptr<flow::BackdropFilterLayer> layer(
      new flow::BackdropFilterLayer());
  layer->set_filter(filter->filter());
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  addLayer(std::move(layer), m_cullRects.top());
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}

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void SceneBuilder::pushShaderMask(Shader* shader,
                                  double maskRectLeft,
                                  double maskRectRight,
                                  double maskRectTop,
                                  double maskRectBottom,
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                                  int blendMode) {
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  std::unique_ptr<flow::ShaderMaskLayer> layer(new flow::ShaderMaskLayer());
  layer->set_shader(shader->shader());
  layer->set_mask_rect(SkRect::MakeLTRB(maskRectLeft, maskRectTop,
                                        maskRectRight, maskRectBottom));
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  layer->set_blend_mode(static_cast<SkBlendMode>(blendMode));
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  addLayer(std::move(layer), m_cullRects.top());
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}

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void SceneBuilder::pushPhysicalModel(const RRect& rrect,
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                                     double elevation,
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                                     int color) {
  SkRect cullRect;
  if (!cullRect.intersect(rrect.sk_rrect.rect(), m_cullRects.top()))
    cullRect = SkRect::MakeEmpty();

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  std::unique_ptr<flow::PhysicalModelLayer> layer(
      new flow::PhysicalModelLayer());
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  layer->set_rrect(rrect.sk_rrect);
  layer->set_elevation(elevation);
  layer->set_color(color);
  addLayer(std::move(layer), cullRect);
}

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void SceneBuilder::addLayer(std::unique_ptr<flow::ContainerLayer> layer,
                            const SkRect& cullRect) {
  FTL_DCHECK(layer);
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  m_cullRects.push(cullRect);

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  if (!m_rootLayer) {
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    FTL_DCHECK(!m_currentLayer);
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    m_rootLayer = std::move(layer);
    m_currentLayer = m_rootLayer.get();
    return;
  }
  if (!m_currentLayer)
    return;
  flow::ContainerLayer* newLayer = layer.get();
  m_currentLayer->Add(std::move(layer));
  m_currentLayer = newLayer;
}

void SceneBuilder::pop() {
  if (!m_currentLayer)
    return;
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  m_cullRects.pop();
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  m_currentLayer = m_currentLayer->parent();
}

void SceneBuilder::addPicture(double dx,
                              double dy,
                              Picture* picture,
                              int hints) {
  if (!m_currentLayer)
    return;
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  SkRect pictureRect = picture->picture()->cullRect();
  pictureRect.offset(dx, dy);
  if (!SkRect::Intersects(pictureRect, m_cullRects.top()))
    return;

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  std::unique_ptr<flow::PictureLayer> layer(new flow::PictureLayer());
  layer->set_offset(SkPoint::Make(dx, dy));
  layer->set_picture(picture->picture());
  layer->set_is_complex(!!(hints & 1));
  layer->set_will_change(!!(hints & 2));
  m_currentLayer->Add(std::move(layer));
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}

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void SceneBuilder::addChildScene(double dx,
                                 double dy,
                                 double devicePixelRatio,
                                 int physicalWidth,
                                 int physicalHeight,
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                                 SceneHost* sceneHost,
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                                 bool hitTestable) {
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#if defined(OS_FUCHSIA)
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  if (!m_currentLayer)
    return;
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  SkRect sceneRect = SkRect::MakeXYWH(dx, dy, physicalWidth / devicePixelRatio,
                                      physicalHeight / devicePixelRatio);
  if (!SkRect::Intersects(sceneRect, m_cullRects.top()))
    return;

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  std::unique_ptr<flow::ChildSceneLayer> layer(new flow::ChildSceneLayer());
  layer->set_offset(SkPoint::Make(dx, dy));
  layer->set_device_pixel_ratio(devicePixelRatio);
  layer->set_physical_size(SkISize::Make(physicalWidth, physicalHeight));
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  layer->set_export_node(sceneHost->exportNode());
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  layer->set_hit_testable(hitTestable);
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  m_currentLayer->Add(std::move(layer));
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#endif
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}

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void SceneBuilder::addPerformanceOverlay(uint64_t enabledOptions,
                                         double left,
                                         double right,
                                         double top,
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                                         double bottom) {
  if (!m_currentLayer)
    return;
  std::unique_ptr<flow::PerformanceOverlayLayer> layer(
      new flow::PerformanceOverlayLayer(enabledOptions));
  layer->set_paint_bounds(SkRect::MakeLTRB(left, top, right, bottom));
  m_currentLayer->Add(std::move(layer));
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}

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void SceneBuilder::setRasterizerTracingThreshold(uint32_t frameInterval) {
  m_currentRasterizerTracingThreshold = frameInterval;
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}

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void SceneBuilder::setCheckerboardRasterCacheImages(bool checkerboard) {
  m_checkerboardRasterCacheImages = checkerboard;
}

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void SceneBuilder::setCheckerboardOffscreenLayers(bool checkerboard) {
  m_checkerboardOffscreenLayers = checkerboard;
}

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ftl::RefPtr<Scene> SceneBuilder::build() {
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  m_currentLayer = nullptr;
  int32_t threshold = m_currentRasterizerTracingThreshold;
  m_currentRasterizerTracingThreshold = 0;
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  ftl::RefPtr<Scene> scene = Scene::create(std::move(m_rootLayer), threshold,
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                                           m_checkerboardRasterCacheImages,
                                           m_checkerboardOffscreenLayers);
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  ClearDartWrapper();
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  return scene;
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}

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}  // namespace blink