488654b839
If we manage to fix all the existing cases of variable shadowing, we could enable -Wshadow. (Turtle.cpp is #included from a cpp in the tools directory.) Change-Id: I1685086ec0ceae1d51efa7daa0f46137b535ce77 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438476 Reviewed-by: Jorge Betancourt <jmbetancourt@google.com> Commit-Queue: Jorge Betancourt <jmbetancourt@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
204 lines
7.6 KiB
C++
204 lines
7.6 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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#include "tools/debugger/DebugLayerManager.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkPicture.h"
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#include "include/core/SkSurface.h"
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#include "include/private/SkTHash.h"
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#include "tools/debugger/DebugCanvas.h"
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#include <memory>
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#include <vector>
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#include <tuple>
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#include <unordered_map>
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void DebugLayerManager::setCommand(int nodeId, int frame, int command) {
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auto* drawEvent = fDraws.find({frame, nodeId});
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if (!drawEvent) {
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SkDebugf("Could not set command playhead for event {%d, %d}, it is not tracked by"
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"DebugLayerManager.\n", frame, nodeId);
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return;
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}
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const int count = drawEvent->debugCanvas->getSize();
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drawEvent->command = command < count ? command : count - 1;
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// Invalidate stored images that depended on this combination of node and frame.
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// actually this does all of the events for this nodeId, but close enough.
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auto relevantFrames = listFramesForNode(nodeId);
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for (const auto& f : relevantFrames) {
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fDraws[{f, nodeId}].image = nullptr;
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}
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}
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void DebugLayerManager::storeSkPicture(int nodeId, int frame, sk_sp<SkPicture> picture,
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SkIRect dirty) {
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const LayerKey k = {frame, nodeId};
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// Make debug canvas using bounds from SkPicture. This will be equal to whatever width and
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// height were passed into SkPictureRecorder::beginRecording(w, h) which is the layer bounds.
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const auto& layerBounds = picture->cullRect().roundOut();
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auto debugCanvas = std::make_unique<DebugCanvas>(layerBounds);
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// Must be set or they end up undefined due to cosmic rays, bad luck, etc.
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debugCanvas->setOverdrawViz(false);
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debugCanvas->setDrawGpuOpBounds(false);
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debugCanvas->setClipVizColor(SK_ColorTRANSPARENT);
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// Setting this allows a layer to contain another layer. TODO(nifong): write a test for this.
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debugCanvas->setLayerManagerAndFrame(this, frame);
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// Only draw picture to the debug canvas once.
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debugCanvas->drawPicture(picture);
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int numCommands = debugCanvas->getSize();
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DrawEvent event = {
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frame == 0 || dirty==layerBounds, // fullRedraw
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nullptr, // image
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std::move(debugCanvas), // debugCanvas
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numCommands-1, // command
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{layerBounds.width(), layerBounds.height()}, // layerBounds
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};
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fDraws.set(k, std::move(event));
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keys.push_back(k);
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}
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void DebugLayerManager::drawLayerEventTo(SkSurface* surface, const int nodeId, const int frame) {
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auto& evt = fDraws[{frame, nodeId}];
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evt.debugCanvas->drawTo(surface->getCanvas(), evt.command);
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surface->flush();
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}
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sk_sp<SkImage> DebugLayerManager::getLayerAsImage(const int nodeId, const int frame) {
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// What is the last frame having an SkPicture for this layer? call it frame N
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// have cached image of it? if so, return it.
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// if not, draw it at frame N by the following method:
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// The picture at frame N could have been a full redraw, or it could have been clipped to a
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// dirty region. In order to know what the layer looked like on this frame, we must draw every
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// picture starting with the last full redraw, up to the last one before the current frame, since
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// any of those previous draws could be showing through.
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// list of frames this node was updated on.
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auto relevantFrames = listFramesForNode(nodeId);
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// find largest one not greater than `frame`.
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uint32_t i = relevantFrames.size()-1;
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while (relevantFrames[i] > frame) { i--; }
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const int frameN = relevantFrames[i];
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// Fetch the draw event
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auto& drawEvent = fDraws[{frameN, nodeId}];
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// if an image of this is cached, return it.
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if (drawEvent.image) {
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return drawEvent.image;
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}
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// when it's not cached, we'll have to render it in an offscreen surface.
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// start at the last full redraw. (pick up counting backwards from above)
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while (i>0 && !(fDraws[{relevantFrames[i], nodeId}].fullRedraw)) { i--; }
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// The correct layer bounds can be obtained from any drawEvent on this layer.
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// the color type and alpha type are chosen here to match wasm-skp-debugger/cpu.js which was
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// chosen to match the capabilities of HTML canvas, which this ultimately has to be drawn into.
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// TODO(nifong): introduce a method of letting the user choose the backend for this.
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auto surface = SkSurface::MakeRaster(SkImageInfo::Make(drawEvent.layerBounds,
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kRGBA_8888_SkColorType, kUnpremul_SkAlphaType, nullptr));
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// draw everything from the last full redraw up to the current frame.
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// other frames drawn are partial, meaning they were clipped to not completely cover the layer.
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// count back up with i
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for (; i<relevantFrames.size() && relevantFrames[i]<=frameN; i++) {
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drawLayerEventTo(surface.get(), nodeId, relevantFrames[i]);
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}
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drawEvent.image = surface->makeImageSnapshot();
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return drawEvent.image;
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}
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DebugLayerManager::DrawEventSummary DebugLayerManager::event(int nodeId, int frame) const {
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auto* evt = fDraws.find({frame, nodeId});
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if (!evt) { return {}; }
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return {
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true, evt->debugCanvas->getSize(),
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evt->layerBounds.width(), evt->layerBounds.height()
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};
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}
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std::vector<DebugLayerManager::LayerSummary> DebugLayerManager::summarizeLayers(int frame) const {
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// Find the last update on or before `frame` for every node
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// key: nodeId, one entry for every layer
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// value: summary of the layer.
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std::unordered_map<int, LayerSummary> summaryMap;
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for (const auto& key : keys) {
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auto* evt = fDraws.find(key);
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if (!evt) { continue; }
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// -1 as a default value for the last update serves as a way of indicating that this layer
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// is present in the animation, but doesn't have an update less than or equal to `frame`
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int lastUpdate = (key.frame <= frame ? key.frame : -1);
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// do we have an entry for this layer yet? is it later than the one we're looking at?
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auto found = summaryMap.find(key.nodeId);
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if (found != summaryMap.end()) {
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LayerSummary& item = summaryMap[key.nodeId];
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if (lastUpdate > item.frameOfLastUpdate) {
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item.frameOfLastUpdate = key.frame;
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item.fullRedraw = evt->fullRedraw;
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}
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} else {
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// record first entry for this layer
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summaryMap.insert({key.nodeId, {
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key.nodeId, lastUpdate, evt->fullRedraw,
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evt->layerBounds.width(), evt->layerBounds.height()
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}});
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}
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}
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std::vector<LayerSummary> result;
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for (auto it = summaryMap.begin(); it != summaryMap.end(); ++it) {
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result.push_back(it->second);
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}
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return result;
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}
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std::vector<int> DebugLayerManager::listNodesForFrame(int frame) const {
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std::vector<int> result;
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for (const auto& key : keys) {
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if (key.frame == frame) {
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result.push_back(key.nodeId);
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}
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}
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return result;
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}
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std::vector<int> DebugLayerManager::listFramesForNode(int nodeId) const {
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std::vector<int> result;
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for (const auto& key : keys) {
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if (key.nodeId == nodeId) {
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result.push_back(key.frame);
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}
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}
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return result;
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}
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DebugCanvas* DebugLayerManager::getEventDebugCanvas(int nodeId, int frame) {
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auto& evt = fDraws[{frame, nodeId}];
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return evt.debugCanvas.get();
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}
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void DebugLayerManager::setOverdrawViz(bool overdrawViz) {
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for (const auto& key : keys) {
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auto& evt = fDraws[key];
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evt.debugCanvas->setOverdrawViz(overdrawViz);
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}
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}
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void DebugLayerManager::setClipVizColor(SkColor clipVizColor) {
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for (const auto& key : keys) {
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auto& evt = fDraws[key];
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evt.debugCanvas->setClipVizColor(clipVizColor);
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}
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}
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void DebugLayerManager::setDrawGpuOpBounds(bool drawGpuOpBounds) {
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for (const auto& key : keys) {
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auto& evt = fDraws[key];
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evt.debugCanvas->setDrawGpuOpBounds(drawGpuOpBounds);
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}
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}
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