/* * Copyright 2019 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "tools/debugger/DebugLayerManager.h" #include "include/core/SkImage.h" #include "include/core/SkImageInfo.h" #include "include/core/SkPicture.h" #include "include/core/SkSurface.h" #include "include/private/SkTHash.h" #include "tools/debugger/DebugCanvas.h" #include #include #include #include void DebugLayerManager::setCommand(int nodeId, int frame, int command) { auto* drawEvent = fDraws.find({frame, nodeId}); if (!drawEvent) { SkDebugf("Could not set command playhead for event {%d, %d}, it is not tracked by" "DebugLayerManager.\n", frame, nodeId); return; } const int count = drawEvent->debugCanvas->getSize(); drawEvent->command = command < count ? command : count - 1; // Invalidate stored images that depended on this combination of node and frame. // actually this does all of the events for this nodeId, but close enough. auto relevantFrames = listFramesForNode(nodeId); for (const auto& frame : relevantFrames) { fDraws[{frame, nodeId}].image = nullptr; } } void DebugLayerManager::storeSkPicture(int nodeId, int frame, sk_sp picture, SkIRect dirty) { const LayerKey k = {frame, nodeId}; // Make debug canvas using bounds from SkPicture. This will be equal to whatever width and // height were passed into SkPictureRecorder::beginRecording(w, h) which is the layer bounds. const auto& layerBounds = picture->cullRect().roundOut(); auto debugCanvas = std::make_unique(layerBounds); // Must be set or they end up undefined due to cosmic rays, bad luck, etc. debugCanvas->setOverdrawViz(false); debugCanvas->setDrawGpuOpBounds(false); debugCanvas->setClipVizColor(SK_ColorTRANSPARENT); // Setting this allows a layer to contain another layer. TODO(nifong): write a test for this. debugCanvas->setLayerManagerAndFrame(this, frame); // Only draw picture to the debug canvas once. debugCanvas->drawPicture(picture); int numCommands = debugCanvas->getSize(); DrawEvent event = { frame == 0 || dirty==layerBounds, // fullRedraw nullptr, // image std::move(debugCanvas), // debugCanvas numCommands-1, // command {layerBounds.width(), layerBounds.height()}, // layerBounds }; fDraws.set(k, std::move(event)); keys.push_back(k); } void DebugLayerManager::drawLayerEventTo(SkCanvas* canvas, const int nodeId, const int frame) { auto& evt = fDraws[{frame, nodeId}]; evt.debugCanvas->drawTo(canvas, evt.command); canvas->flush(); } sk_sp DebugLayerManager::getLayerAsImage(const int nodeId, const int frame) { // What is the last frame having an SkPicture for this layer? call it frame N // have cached image of it? if so, return it. // if not, draw it at frame N by the following method: // The picture at frame N could have been a full redraw, or it could have been clipped to a // dirty region. In order to know what the layer looked like on this frame, we must draw every // picture starting with the last full redraw, up to the last one before the current frame, since // any of those previous draws could be showing through. // list of frames this node was updated on. auto relevantFrames = listFramesForNode(nodeId); // find largest one not greater than `frame`. uint32_t i = relevantFrames.size()-1; while (relevantFrames[i] > frame) { i--; } const int frameN = relevantFrames[i]; // Fetch the draw event auto& drawEvent = fDraws[{frameN, nodeId}]; // if an image of this is cached, return it. if (drawEvent.image) { return drawEvent.image; } // when it's not cached, we'll have to render it in an offscreen surface. // start at the last full redraw. (pick up counting backwards from above) while (i>0 && !(fDraws[{relevantFrames[i], nodeId}].fullRedraw)) { i--; } // The correct layer bounds can be obtained from any drawEvent on this layer. // the color type and alpha type are chosen here to match wasm-skp-debugger/cpu.js which was // chosen to match the capabilities of HTML canvas, which this ultimately has to be drawn into. // TODO(nifong): introduce a method of letting the user choose the backend for this. auto surface = SkSurface::MakeRaster(SkImageInfo::Make(drawEvent.layerBounds, kRGBA_8888_SkColorType, kUnpremul_SkAlphaType, nullptr)); // draw everything from the last full redraw up to the current frame. // other frames drawn are partial, meaning they were clipped to not completely cover the layer. // count back up with i auto* canvas = surface->getCanvas(); for (; imakeImageSnapshot(); return drawEvent.image; } DebugLayerManager::DrawEventSummary DebugLayerManager::event(int nodeId, int frame) const { auto* evt = fDraws.find({frame, nodeId}); if (!evt) { return {}; } return { true, evt->debugCanvas->getSize(), evt->layerBounds.width(), evt->layerBounds.height() }; } std::vector DebugLayerManager::summarizeLayers(int frame) const { // Find the last update on or before `frame` for every node // key: nodeId, one entry for every layer // value: summary of the layer. std::unordered_map summaryMap; for (const auto& key : keys) { auto* evt = fDraws.find(key); if (!evt) { continue; } // -1 as a default value for the last update serves as a way of indicating that this layer // is present in the animation, but doesn't have an update less than or equal to `frame` int lastUpdate = (key.frame <= frame ? key.frame : -1); // do we have an entry for this layer yet? is it later than the one we're looking at? auto found = summaryMap.find(key.nodeId); if (found != summaryMap.end()) { LayerSummary& item = summaryMap[key.nodeId]; if (lastUpdate > item.frameOfLastUpdate) { item.frameOfLastUpdate = key.frame; item.fullRedraw = evt->fullRedraw; } } else { // record first entry for this layer summaryMap.insert({key.nodeId, { key.nodeId, lastUpdate, evt->fullRedraw, evt->layerBounds.width(), evt->layerBounds.height() }}); } } std::vector result; for (auto it = summaryMap.begin(); it != summaryMap.end(); ++it) { result.push_back(it->second); } return result; } std::vector DebugLayerManager::listNodesForFrame(int frame) const { std::vector result; for (const auto& key : keys) { if (key.frame == frame) { result.push_back(key.nodeId); } } return result; } std::vector DebugLayerManager::listFramesForNode(int nodeId) const { std::vector result; for (const auto& key : keys) { if (key.nodeId == nodeId) { result.push_back(key.frame); } } return result; } DebugCanvas* DebugLayerManager::getEventDebugCanvas(int nodeId, int frame) { auto& evt = fDraws[{frame, nodeId}]; return evt.debugCanvas.get(); } void DebugLayerManager::setOverdrawViz(bool overdrawViz) { for (const auto& key : keys) { auto& evt = fDraws[key]; evt.debugCanvas->setOverdrawViz(overdrawViz); } } void DebugLayerManager::setClipVizColor(SkColor clipVizColor) { for (const auto& key : keys) { auto& evt = fDraws[key]; evt.debugCanvas->setClipVizColor(clipVizColor); } } void DebugLayerManager::setDrawGpuOpBounds(bool drawGpuOpBounds) { for (const auto& key : keys) { auto& evt = fDraws[key]; evt.debugCanvas->setDrawGpuOpBounds(drawGpuOpBounds); } }