Rendering the window frame with a second thread
Using a multi threaded render node to render the window frame
asynchronously from the application relayout.
Bug: 22527834
Bug: 24400680
Bug: 24459827
Bug: 24409773
Bug: 24537510
Change-Id: I1010fc6a8b6e38424178140afa3ca124433ab7e4
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index 9dc5b45..ddfd621 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -62,7 +62,7 @@
, mAnimationContext(contextFactory->createAnimationContext(mRenderThread.timeLord()))
, mJankTracker(thread.timeLord().frameIntervalNanos())
, mProfiler(mFrames)
- , mContentOverdrawProtectionBounds(0, 0, 0, 0) {
+ , mContentDrawBounds(0, 0, 0, 0) {
mRenderNodes.emplace_back(rootRenderNode);
mRenderThread.renderState().registerCanvasContext(this);
mProfiler.setDensity(mRenderThread.mainDisplayInfo().density);
@@ -309,7 +309,7 @@
Rect outBounds;
// It there are multiple render nodes, they are as follows:
// #0 - backdrop
- // #1 - content (with - and clipped to - bounds mContentOverdrawProtectionBounds)
+ // #1 - content (positioned at (0,0) and clipped to - its bounds mContentDrawBounds)
// #2 - frame
// Usually the backdrop cannot be seen since it will be entirely covered by the content. While
// resizing however it might become partially visible. The following render loop will crop the
@@ -317,66 +317,72 @@
// against the backdrop (since that indicates a shrinking of the window) and then the frame
// around everything.
// The bounds of the backdrop against which the content should be clipped.
- Rect backdropBounds = mContentOverdrawProtectionBounds;
+ Rect backdropBounds = mContentDrawBounds;
+ // Usually the contents bounds should be mContentDrawBounds - however - we will
+ // move it towards the fixed edge to give it a more stable appearance (for the moment).
+ Rect contentBounds;
// If there is no content bounds we ignore the layering as stated above and start with 2.
- int layer = mContentOverdrawProtectionBounds.isEmpty() ? 2 : 0;
+ int layer = (mContentDrawBounds.isEmpty() || mRenderNodes.size() <= 2) ? 2 : 0;
// Draw all render nodes. Note that
for (const sp<RenderNode>& node : mRenderNodes) {
if (layer == 0) { // Backdrop.
- // Draw the backdrop clipped to the inverse content bounds.
+ // Draw the backdrop clipped to the inverse content bounds, but assume that the content
+ // was moved to the upper left corner.
const RenderProperties& properties = node->properties();
Rect targetBounds(properties.getLeft(), properties.getTop(),
properties.getRight(), properties.getBottom());
+ // Move the content bounds towards the fixed corner of the backdrop.
+ const int x = targetBounds.left;
+ const int y = targetBounds.top;
+ contentBounds.set(x, y, x + mContentDrawBounds.getWidth(),
+ y + mContentDrawBounds.getHeight());
// Remember the intersection of the target bounds and the intersection bounds against
// which we have to crop the content.
+ backdropBounds.set(x, y, x + backdropBounds.getWidth(), y + backdropBounds.getHeight());
backdropBounds.intersect(targetBounds);
// Check if we have to draw something on the left side ...
- if (targetBounds.left < mContentOverdrawProtectionBounds.left) {
+ if (targetBounds.left < contentBounds.left) {
mCanvas->save(SkCanvas::kClip_SaveFlag);
if (mCanvas->clipRect(targetBounds.left, targetBounds.top,
- mContentOverdrawProtectionBounds.left, targetBounds.bottom,
+ contentBounds.left, targetBounds.bottom,
SkRegion::kIntersect_Op)) {
mCanvas->drawRenderNode(node.get(), outBounds);
}
// Reduce the target area by the area we have just painted.
- targetBounds.left = std::min(mContentOverdrawProtectionBounds.left,
- targetBounds.right);
+ targetBounds.left = std::min(contentBounds.left, targetBounds.right);
mCanvas->restore();
}
// ... or on the right side ...
- if (targetBounds.right > mContentOverdrawProtectionBounds.right &&
+ if (targetBounds.right > contentBounds.right &&
!targetBounds.isEmpty()) {
mCanvas->save(SkCanvas::kClip_SaveFlag);
- if (mCanvas->clipRect(mContentOverdrawProtectionBounds.right, targetBounds.top,
+ if (mCanvas->clipRect(contentBounds.right, targetBounds.top,
targetBounds.right, targetBounds.bottom,
SkRegion::kIntersect_Op)) {
mCanvas->drawRenderNode(node.get(), outBounds);
}
// Reduce the target area by the area we have just painted.
- targetBounds.right = std::max(targetBounds.left,
- mContentOverdrawProtectionBounds.right);
+ targetBounds.right = std::max(targetBounds.left, contentBounds.right);
mCanvas->restore();
}
// ... or at the top ...
- if (targetBounds.top < mContentOverdrawProtectionBounds.top &&
+ if (targetBounds.top < contentBounds.top &&
!targetBounds.isEmpty()) {
mCanvas->save(SkCanvas::kClip_SaveFlag);
if (mCanvas->clipRect(targetBounds.left, targetBounds.top, targetBounds.right,
- mContentOverdrawProtectionBounds.top,
+ contentBounds.top,
SkRegion::kIntersect_Op)) {
mCanvas->drawRenderNode(node.get(), outBounds);
}
// Reduce the target area by the area we have just painted.
- targetBounds.top = std::min(mContentOverdrawProtectionBounds.top,
- targetBounds.bottom);
+ targetBounds.top = std::min(contentBounds.top, targetBounds.bottom);
mCanvas->restore();
}
// ... or at the bottom.
- if (targetBounds.bottom > mContentOverdrawProtectionBounds.bottom &&
+ if (targetBounds.bottom > contentBounds.bottom &&
!targetBounds.isEmpty()) {
mCanvas->save(SkCanvas::kClip_SaveFlag);
- if (mCanvas->clipRect(targetBounds.left,
- mContentOverdrawProtectionBounds.bottom, targetBounds.right,
+ if (mCanvas->clipRect(targetBounds.left, contentBounds.bottom, targetBounds.right,
targetBounds.bottom, SkRegion::kIntersect_Op)) {
mCanvas->drawRenderNode(node.get(), outBounds);
}
@@ -384,10 +390,17 @@
}
} else if (layer == 1) { // Content
// It gets cropped against the bounds of the backdrop to stay inside.
- mCanvas->save(SkCanvas::kClip_SaveFlag);
- if (mCanvas->clipRect(backdropBounds.left, backdropBounds.top,
- backdropBounds.right, backdropBounds.bottom,
- SkRegion::kIntersect_Op)) {
+ mCanvas->save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
+
+ // We shift and clip the content to match its final location in the window.
+ const float left = mContentDrawBounds.left;
+ const float top = mContentDrawBounds.top;
+ const float dx = backdropBounds.left - left;
+ const float dy = backdropBounds.top - top;
+ const float width = backdropBounds.getWidth();
+ const float height = backdropBounds.getHeight();
+ mCanvas->translate(dx, dy);
+ if (mCanvas->clipRect(left, top, left + width, top + height, SkRegion::kIntersect_Op)) {
mCanvas->drawRenderNode(node.get(), outBounds);
}
mCanvas->restore();