Rename Reorderers to Builders

Change-Id: I9bb5a2e70055e2f6d14912fbd86ab72ac0d6e20c
diff --git a/libs/hwui/FrameBuilder.h b/libs/hwui/FrameBuilder.h
new file mode 100644
index 0000000..3ba73f0
--- /dev/null
+++ b/libs/hwui/FrameBuilder.h
@@ -0,0 +1,209 @@
+/*
+ * Copyright (C) 2016 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#pragma once
+
+#include "BakedOpState.h"
+#include "CanvasState.h"
+#include "DisplayList.h"
+#include "LayerBuilder.h"
+#include "RecordedOp.h"
+
+#include <vector>
+#include <unordered_map>
+
+struct SkRect;
+
+namespace android {
+namespace uirenderer {
+
+class BakedOpState;
+class LayerUpdateQueue;
+class OffscreenBuffer;
+class Rect;
+
+/**
+ * Traverses all of the drawing commands from the layers and RenderNodes passed into it, preparing
+ * them to be rendered.
+ *
+ * Resolves final drawing state for each operation (including clip, alpha and matrix), and then
+ * reorder and merge each op as it is resolved for drawing efficiency. Each layer of content (either
+ * from the LayerUpdateQueue, or temporary layers created by saveLayer operations in the
+ * draw stream) will create different reorder contexts, each in its own LayerBuilder.
+ *
+ * Then the prepared or 'baked' drawing commands can be issued by calling the templated
+ * replayBakedOps() function, which will dispatch them (including any created merged op collections)
+ * to a Dispatcher and Renderer. See BakedOpDispatcher for how these baked drawing operations are
+ * resolved into Glops and rendered via BakedOpRenderer.
+ *
+ * This class is also the authoritative source for traversing RenderNodes, both for standard op
+ * traversal within a DisplayList, and for out of order RenderNode traversal for Z and projection.
+ */
+class FrameBuilder : public CanvasStateClient {
+public:
+    FrameBuilder(const LayerUpdateQueue& layers, const SkRect& clip,
+            uint32_t viewportWidth, uint32_t viewportHeight,
+            const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter);
+
+    virtual ~FrameBuilder() {}
+
+    /**
+     * replayBakedOps() is templated based on what class will receive ops being replayed.
+     *
+     * It constructs a lookup array of lambdas, which allows a recorded BakeOpState to use
+     * state->op->opId to lookup a receiver that will be called when the op is replayed.
+     *
+     */
+    template <typename StaticDispatcher, typename Renderer>
+    void replayBakedOps(Renderer& renderer) {
+        /**
+         * Defines a LUT of lambdas which allow a recorded BakedOpState to use state->op->opId to
+         * dispatch the op via a method on a static dispatcher when the op is replayed.
+         *
+         * For example a BitmapOp would resolve, via the lambda lookup, to calling:
+         *
+         * StaticDispatcher::onBitmapOp(Renderer& renderer, const BitmapOp& op, const BakedOpState& state);
+         */
+        #define X(Type) \
+                [](void* renderer, const BakedOpState& state) { \
+                    StaticDispatcher::on##Type(*(static_cast<Renderer*>(renderer)), \
+                            static_cast<const Type&>(*(state.op)), state); \
+                },
+        static BakedOpReceiver unmergedReceivers[] = BUILD_RENDERABLE_OP_LUT(X);
+        #undef X
+
+        /**
+         * Defines a LUT of lambdas which allow merged arrays of BakedOpState* to be passed to a
+         * static dispatcher when the group of merged ops is replayed.
+         */
+        #define X(Type) \
+                [](void* renderer, const MergedBakedOpList& opList) { \
+                    StaticDispatcher::onMerged##Type##s(*(static_cast<Renderer*>(renderer)), opList); \
+                },
+        static MergedOpReceiver mergedReceivers[] = BUILD_MERGEABLE_OP_LUT(X);
+        #undef X
+
+        // Relay through layers in reverse order, since layers
+        // later in the list will be drawn by earlier ones
+        for (int i = mLayerBuilders.size() - 1; i >= 1; i--) {
+            LayerBuilder& layer = *(mLayerBuilders[i]);
+            if (layer.renderNode) {
+                // cached HW layer - can't skip layer if empty
+                renderer.startRepaintLayer(layer.offscreenBuffer, layer.repaintRect);
+                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
+                renderer.endLayer();
+            } else if (!layer.empty()) { // save layer - skip entire layer if empty
+                layer.offscreenBuffer = renderer.startTemporaryLayer(layer.width, layer.height);
+                layer.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
+                renderer.endLayer();
+            }
+        }
+
+        const LayerBuilder& fbo0 = *(mLayerBuilders[0]);
+        renderer.startFrame(fbo0.width, fbo0.height, fbo0.repaintRect);
+        fbo0.replayBakedOpsImpl((void*)&renderer, unmergedReceivers, mergedReceivers);
+        renderer.endFrame(fbo0.repaintRect);
+    }
+
+    void dump() const {
+        for (auto&& layer : mLayerBuilders) {
+            layer->dump();
+        }
+    }
+
+    ///////////////////////////////////////////////////////////////////
+    /// CanvasStateClient interface
+    ///////////////////////////////////////////////////////////////////
+    virtual void onViewportInitialized() override;
+    virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
+    virtual GLuint getTargetFbo() const override { return 0; }
+
+private:
+    enum class ChildrenSelectMode {
+        Negative,
+        Positive
+    };
+    void saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
+            float contentTranslateX, float contentTranslateY,
+            const Rect& repaintRect,
+            const Vector3& lightCenter,
+            const BeginLayerOp* beginLayerOp, RenderNode* renderNode);
+    void restoreForLayer();
+
+    LayerBuilder& currentLayer() { return *(mLayerBuilders[mLayerStack.back()]); }
+
+    BakedOpState* tryBakeOpState(const RecordedOp& recordedOp) {
+        return BakedOpState::tryConstruct(mAllocator, *mCanvasState.writableSnapshot(), recordedOp);
+    }
+
+    // should always be surrounded by a save/restore pair, and not called if DisplayList is null
+    void deferNodePropsAndOps(RenderNode& node);
+
+    template <typename V>
+    void defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes);
+
+    void deferShadow(const RenderNodeOp& casterOp);
+
+    void deferProjectedChildren(const RenderNode& renderNode);
+
+    void deferNodeOps(const RenderNode& renderNode);
+
+    void deferRenderNodeOpImpl(const RenderNodeOp& op);
+
+    void replayBakedOpsImpl(void* arg, BakedOpReceiver* receivers);
+
+    SkPath* createFrameAllocatedPath() {
+        return mAllocator.create<SkPath>();
+    }
+
+    void deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
+            BakedOpState::StrokeBehavior strokeBehavior = BakedOpState::StrokeBehavior::StyleDefined);
+
+    /**
+     * Declares all FrameBuilder::deferXXXXOp() methods for every RecordedOp type.
+     *
+     * These private methods are called from within deferImpl to defer each individual op
+     * type differently.
+     */
+#define X(Type) void defer##Type(const Type& op);
+    MAP_DEFERRABLE_OPS(X)
+#undef X
+
+    // List of every deferred layer's render state. Replayed in reverse order to render a frame.
+    std::vector<LayerBuilder*> mLayerBuilders;
+
+    /*
+     * Stack of indices within mLayerBuilders representing currently active layers. If drawing
+     * layerA within a layerB, will contain, in order:
+     *  - 0 (representing FBO 0, always present)
+     *  - layerB's index
+     *  - layerA's index
+     *
+     * Note that this doesn't vector doesn't always map onto all values of mLayerBuilders. When a
+     * layer is finished deferring, it will still be represented in mLayerBuilders, but it's index
+     * won't be in mLayerStack. This is because it can be replayed, but can't have any more drawing
+     * ops added to it.
+    */
+    std::vector<size_t> mLayerStack;
+
+    CanvasState mCanvasState;
+
+    // contains ResolvedOps and Batches
+    LinearAllocator mAllocator;
+};
+
+}; // namespace uirenderer
+}; // namespace android