a084ef4291
Change-Id: I39d3a95a3854875d15992b73ee16521d3bf28c8b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337596 Commit-Queue: Nathaniel Nifong <nifong@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com>
157 lines
6.9 KiB
C++
157 lines
6.9 KiB
C++
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef DEBUGLAYERMANAGER_H_
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#define DEBUGLAYERMANAGER_H_
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#include "include/core/SkImage.h"
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#include "include/private/SkTHash.h"
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#include "src/utils/SkJSONWriter.h"
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#include "tools/debugger/DebugCanvas.h"
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#include <vector>
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// A class to assist in playing back and debugging an mskp file containing offscreen layer commands.
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// Holds SkPictures necessary to draw layers in one or more DebugCanvases. During
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// recording of the mskp file on Android, each layer had a RenderNode id, which is recorded with
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// the layer's draw commands.
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// Creates one surface (cpu only for now) for each layer, and renders
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// pictures to it up to the requested command using a DebugCanvas.
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// Animations are expected to, but may not always use a layer on more than frame.
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// the layer may be drawn to more than once, and each different draw is saved for reconstructing the
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// layer as it was on any frame. Draws may be partial, meaning their commands were clipped to not
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// cover the entire layer.
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// Clients may ask for a rendering of a given layer by its RenderNode id and frame, and
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// this class will return a rendering of how it looked on that frame.
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// returning an SkImage snapshot of the internally managed surface.
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class DebugCanvas;
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class DebugLayerManager {
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public:
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DebugLayerManager() {}
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// Store an SkPicture under a given nodeId (and under the currently set frame number)
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// `dirty` is the recorded rect that was used to call androidFramework_setDeviceClipRestriction
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// when the layer was drawn.
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void storeSkPicture(int nodeId, int frame, sk_sp<SkPicture> picture, SkIRect dirty);
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// Set's the command playback head for a given picture/draw event.
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void setCommand(int nodeId, int frame, int command);
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void drawLayerEventTo(SkSurface*, const int nodeId, const int frame);
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// getLayerAsImage draws the given layer as it would have looked on frame and returns an image.
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// Though each picture can be played back in as many ways as there are commands, we will let
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// that be determined by the user who sets an independent playhead for each draw event, tracked
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// here, so it stays how they left it.
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// For example: Say we are drawing a layer at frame 10.
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// Frame 0: Layer was completely redrawn. By default we draw it to its last command. We always
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// save the result by (nodeId, frame)
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// Frame 5: Layer was partially redrawn, and the user has inspected this draw event, leaving
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// its command playhead at command 50/100. We have drew this at the time and save how
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// the result looked (all of the commands at frame 0, then half of the commands in the
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// partial draw at frame 5)
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// Frame 10: Another partial redraw, un-altered, drawn on top of the result from frame 5. We
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// return this as the image of how the layer should look on frame 10
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// Frame 15: A full redraw
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//
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// If the user then comes along and moves the command playhead of the picture at frame 0,
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// we invalidate the stored images for 0, 5, and 10, but we can leave 15 alone if we have it.
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//
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// Which leaves us with one less degree of freedom to think about when implementing this
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// function: We can assume there is only one way to play back a given picture. :)
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//
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// The reason the public version of this function doesn't let you specify the frame, is that
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// I expect DebugCanvas to call it, which doesn't know which frame it's rendering. The code in
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// debugger_bindings.cpp does know, which it why I'm having it set the frame via setFrame(int)
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sk_sp<SkImage> getLayerAsImage(const int nodeId, const int frame);
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// Flat because it's meant to be bindable by emscripten and returned to the javascript side
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struct DrawEventSummary {
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// true when the drawEvent represents a valid result.
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bool found = false;
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int commandCount;
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int layerWidth;
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int layerHeight;
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};
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// return the summary of a single event
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DrawEventSummary event(int nodeId, int frame) const;
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struct LayerSummary {
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int nodeId;
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// Last frame less than or equal to the given frame which has an update for this layer
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// -1 if the layer has no updates satisfying that constraint.
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int frameOfLastUpdate;
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// Whether the last update was a full redraw.
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bool fullRedraw;
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int layerWidth;
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int layerHeight;
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};
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// Return a list summarizing all layers, with info relevant to the current frame.
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std::vector<LayerSummary> summarizeLayers(int frame) const;
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// Return the list of node ids which have DrawEvents on the given frame
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std::vector<int> listNodesForFrame(int frame) const;
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// Return the list of frames on which the given node had DrawEvents.
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std::vector<int> listFramesForNode(int nodeId) const;
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// asks the DebugCanvas of the indicated draw event to serialize it's commands as JSON.
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void toJSON(SkJSONWriter&, UrlDataManager&, SkCanvas*, int nodeId, int frame);
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// return a pointer to the debugcanvas of a given draw event.
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DebugCanvas* getEventDebugCanvas(int nodeid, int frame);
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// forwards the provided setting to all debugcanvases.
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void setOverdrawViz(bool overdrawViz);
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void setClipVizColor(SkColor clipVizColor);
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void setDrawGpuOpBounds(bool drawGpuOpBounds);
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struct LayerKey{
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int frame; // frame of animation on which this event was recorded.
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int nodeId; // the render node id of the layer which was drawn to.
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bool operator==(const LayerKey& b) const {
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return this->frame==b.frame && this->nodeId==b.nodeId;
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}
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};
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// return list of keys that identify layer update events
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const std::vector<DebugLayerManager::LayerKey>& getKeys() const { return keys; }
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private:
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// This class is basically a map from (frame, node) to draw-event
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// during recording, at the beginning of any frame, one or more layers could have been drawn on.
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// every draw event was recorded, and when reading the mskp file they are stored and organized
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// here.
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struct DrawEvent {
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// true the pic's clip equals the layer bounds.
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bool fullRedraw;
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// the saved result of how the layer looks on this frame.
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// null if we don't have it.
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sk_sp<SkImage> image;
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// A debug canvas used for drawing this picture.
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// the SkPicture itself isn't saved, since it's in the DebugCanvas.
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std::unique_ptr<DebugCanvas> debugCanvas;
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// the command index where the debugCanvas was left off.
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int command;
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// the size of the layer this drew into. redundant between multiple DrawEvents on the same
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// layer but helpful.
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SkISize layerBounds;
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};
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SkTHashMap<LayerKey, DrawEvent> fDraws;
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// The list of all keys in the map above (it has no keys() method)
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std::vector<LayerKey> keys;
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};
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#endif
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