Rename OpReorderer to FrameReorderer

Also separate LayerReorderer into its own files.

Change-Id: Iafb6a156f760f62f831f6288fd0dadf1db25da24
diff --git a/libs/hwui/FrameReorderer.cpp b/libs/hwui/FrameReorderer.cpp
new file mode 100644
index 0000000..4bfc0b4
--- /dev/null
+++ b/libs/hwui/FrameReorderer.cpp
@@ -0,0 +1,733 @@
+/*
+ * 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.
+ */
+
+#include "FrameReorderer.h"
+
+#include "LayerUpdateQueue.h"
+#include "RenderNode.h"
+#include "renderstate/OffscreenBufferPool.h"
+#include "utils/FatVector.h"
+#include "utils/PaintUtils.h"
+#include "utils/TraceUtils.h"
+
+#include <SkCanvas.h>
+#include <SkPathOps.h>
+#include <utils/TypeHelpers.h>
+
+namespace android {
+namespace uirenderer {
+
+FrameReorderer::FrameReorderer(const LayerUpdateQueue& layers, const SkRect& clip,
+        uint32_t viewportWidth, uint32_t viewportHeight,
+        const std::vector< sp<RenderNode> >& nodes, const Vector3& lightCenter)
+        : mCanvasState(*this) {
+    ATRACE_NAME("prepare drawing commands");
+
+    mLayerReorderers.reserve(layers.entries().size());
+    mLayerStack.reserve(layers.entries().size());
+
+    // Prepare to defer Fbo0
+    mLayerReorderers.emplace_back(viewportWidth, viewportHeight, Rect(clip));
+    mLayerStack.push_back(0);
+    mCanvasState.initializeSaveStack(viewportWidth, viewportHeight,
+            clip.fLeft, clip.fTop, clip.fRight, clip.fBottom,
+            lightCenter);
+
+    // Render all layers to be updated, in order. Defer in reverse order, so that they'll be
+    // updated in the order they're passed in (mLayerReorderers are issued to Renderer in reverse)
+    for (int i = layers.entries().size() - 1; i >= 0; i--) {
+        RenderNode* layerNode = layers.entries()[i].renderNode;
+        const Rect& layerDamage = layers.entries()[i].damage;
+        layerNode->computeOrdering();
+
+        // map current light center into RenderNode's coordinate space
+        Vector3 lightCenter = mCanvasState.currentSnapshot()->getRelativeLightCenter();
+        layerNode->getLayer()->inverseTransformInWindow.mapPoint3d(lightCenter);
+
+        saveForLayer(layerNode->getWidth(), layerNode->getHeight(), 0, 0,
+                layerDamage, lightCenter, nullptr, layerNode);
+
+        if (layerNode->getDisplayList()) {
+            deferNodeOps(*layerNode);
+        }
+        restoreForLayer();
+    }
+
+    // Defer Fbo0
+    for (const sp<RenderNode>& node : nodes) {
+        if (node->nothingToDraw()) continue;
+        node->computeOrdering();
+
+        int count = mCanvasState.save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
+        deferNodePropsAndOps(*node);
+        mCanvasState.restoreToCount(count);
+    }
+}
+
+void FrameReorderer::onViewportInitialized() {}
+
+void FrameReorderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) {}
+
+void FrameReorderer::deferNodePropsAndOps(RenderNode& node) {
+    const RenderProperties& properties = node.properties();
+    const Outline& outline = properties.getOutline();
+    if (properties.getAlpha() <= 0
+            || (outline.getShouldClip() && outline.isEmpty())
+            || properties.getScaleX() == 0
+            || properties.getScaleY() == 0) {
+        return; // rejected
+    }
+
+    if (properties.getLeft() != 0 || properties.getTop() != 0) {
+        mCanvasState.translate(properties.getLeft(), properties.getTop());
+    }
+    if (properties.getStaticMatrix()) {
+        mCanvasState.concatMatrix(*properties.getStaticMatrix());
+    } else if (properties.getAnimationMatrix()) {
+        mCanvasState.concatMatrix(*properties.getAnimationMatrix());
+    }
+    if (properties.hasTransformMatrix()) {
+        if (properties.isTransformTranslateOnly()) {
+            mCanvasState.translate(properties.getTranslationX(), properties.getTranslationY());
+        } else {
+            mCanvasState.concatMatrix(*properties.getTransformMatrix());
+        }
+    }
+
+    const int width = properties.getWidth();
+    const int height = properties.getHeight();
+
+    Rect saveLayerBounds; // will be set to non-empty if saveLayer needed
+    const bool isLayer = properties.effectiveLayerType() != LayerType::None;
+    int clipFlags = properties.getClippingFlags();
+    if (properties.getAlpha() < 1) {
+        if (isLayer) {
+            clipFlags &= ~CLIP_TO_BOUNDS; // bounds clipping done by layer
+        }
+        if (CC_LIKELY(isLayer || !properties.getHasOverlappingRendering())) {
+            // simply scale rendering content's alpha
+            mCanvasState.scaleAlpha(properties.getAlpha());
+        } else {
+            // schedule saveLayer by initializing saveLayerBounds
+            saveLayerBounds.set(0, 0, width, height);
+            if (clipFlags) {
+                properties.getClippingRectForFlags(clipFlags, &saveLayerBounds);
+                clipFlags = 0; // all clipping done by savelayer
+            }
+        }
+
+        if (CC_UNLIKELY(ATRACE_ENABLED() && properties.promotedToLayer())) {
+            // pretend alpha always causes savelayer to warn about
+            // performance problem affecting old versions
+            ATRACE_FORMAT("%s alpha caused saveLayer %dx%d", node.getName(), width, height);
+        }
+    }
+    if (clipFlags) {
+        Rect clipRect;
+        properties.getClippingRectForFlags(clipFlags, &clipRect);
+        mCanvasState.clipRect(clipRect.left, clipRect.top, clipRect.right, clipRect.bottom,
+                SkRegion::kIntersect_Op);
+    }
+
+    if (properties.getRevealClip().willClip()) {
+        Rect bounds;
+        properties.getRevealClip().getBounds(&bounds);
+        mCanvasState.setClippingRoundRect(mAllocator,
+                bounds, properties.getRevealClip().getRadius());
+    } else if (properties.getOutline().willClip()) {
+        mCanvasState.setClippingOutline(mAllocator, &(properties.getOutline()));
+    }
+
+    if (!mCanvasState.quickRejectConservative(0, 0, width, height)) {
+        // not rejected, so defer render as either Layer, or direct (possibly wrapped in saveLayer)
+        if (node.getLayer()) {
+            // HW layer
+            LayerOp* drawLayerOp = new (mAllocator) LayerOp(node);
+            BakedOpState* bakedOpState = tryBakeOpState(*drawLayerOp);
+            if (bakedOpState) {
+                // Node's layer already deferred, schedule it to render into parent layer
+                currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Bitmap);
+            }
+        } else if (CC_UNLIKELY(!saveLayerBounds.isEmpty())) {
+            // draw DisplayList contents within temporary, since persisted layer could not be used.
+            // (temp layers are clipped to viewport, since they don't persist offscreen content)
+            SkPaint saveLayerPaint;
+            saveLayerPaint.setAlpha(properties.getAlpha());
+            deferBeginLayerOp(*new (mAllocator) BeginLayerOp(
+                    saveLayerBounds,
+                    Matrix4::identity(),
+                    nullptr, // no record-time clip - need only respect defer-time one
+                    &saveLayerPaint));
+            deferNodeOps(node);
+            deferEndLayerOp(*new (mAllocator) EndLayerOp());
+        } else {
+            deferNodeOps(node);
+        }
+    }
+}
+
+typedef key_value_pair_t<float, const RenderNodeOp*> ZRenderNodeOpPair;
+
+template <typename V>
+static void buildZSortedChildList(V* zTranslatedNodes,
+        const DisplayList& displayList, const DisplayList::Chunk& chunk) {
+    if (chunk.beginChildIndex == chunk.endChildIndex) return;
+
+    for (size_t i = chunk.beginChildIndex; i < chunk.endChildIndex; i++) {
+        RenderNodeOp* childOp = displayList.getChildren()[i];
+        RenderNode* child = childOp->renderNode;
+        float childZ = child->properties().getZ();
+
+        if (!MathUtils::isZero(childZ) && chunk.reorderChildren) {
+            zTranslatedNodes->push_back(ZRenderNodeOpPair(childZ, childOp));
+            childOp->skipInOrderDraw = true;
+        } else if (!child->properties().getProjectBackwards()) {
+            // regular, in order drawing DisplayList
+            childOp->skipInOrderDraw = false;
+        }
+    }
+
+    // Z sort any 3d children (stable-ness makes z compare fall back to standard drawing order)
+    std::stable_sort(zTranslatedNodes->begin(), zTranslatedNodes->end());
+}
+
+template <typename V>
+static size_t findNonNegativeIndex(const V& zTranslatedNodes) {
+    for (size_t i = 0; i < zTranslatedNodes.size(); i++) {
+        if (zTranslatedNodes[i].key >= 0.0f) return i;
+    }
+    return zTranslatedNodes.size();
+}
+
+template <typename V>
+void FrameReorderer::defer3dChildren(ChildrenSelectMode mode, const V& zTranslatedNodes) {
+    const int size = zTranslatedNodes.size();
+    if (size == 0
+            || (mode == ChildrenSelectMode::Negative&& zTranslatedNodes[0].key > 0.0f)
+            || (mode == ChildrenSelectMode::Positive && zTranslatedNodes[size - 1].key < 0.0f)) {
+        // no 3d children to draw
+        return;
+    }
+
+    /**
+     * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
+     * with very similar Z heights to draw together.
+     *
+     * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
+     * underneath both, and neither's shadow is drawn on top of the other.
+     */
+    const size_t nonNegativeIndex = findNonNegativeIndex(zTranslatedNodes);
+    size_t drawIndex, shadowIndex, endIndex;
+    if (mode == ChildrenSelectMode::Negative) {
+        drawIndex = 0;
+        endIndex = nonNegativeIndex;
+        shadowIndex = endIndex; // draw no shadows
+    } else {
+        drawIndex = nonNegativeIndex;
+        endIndex = size;
+        shadowIndex = drawIndex; // potentially draw shadow for each pos Z child
+    }
+
+    float lastCasterZ = 0.0f;
+    while (shadowIndex < endIndex || drawIndex < endIndex) {
+        if (shadowIndex < endIndex) {
+            const RenderNodeOp* casterNodeOp = zTranslatedNodes[shadowIndex].value;
+            const float casterZ = zTranslatedNodes[shadowIndex].key;
+            // attempt to render the shadow if the caster about to be drawn is its caster,
+            // OR if its caster's Z value is similar to the previous potential caster
+            if (shadowIndex == drawIndex || casterZ - lastCasterZ < 0.1f) {
+                deferShadow(*casterNodeOp);
+
+                lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
+                shadowIndex++;
+                continue;
+            }
+        }
+
+        const RenderNodeOp* childOp = zTranslatedNodes[drawIndex].value;
+        deferRenderNodeOpImpl(*childOp);
+        drawIndex++;
+    }
+}
+
+void FrameReorderer::deferShadow(const RenderNodeOp& casterNodeOp) {
+    auto& node = *casterNodeOp.renderNode;
+    auto& properties = node.properties();
+
+    if (properties.getAlpha() <= 0.0f
+            || properties.getOutline().getAlpha() <= 0.0f
+            || !properties.getOutline().getPath()
+            || properties.getScaleX() == 0
+            || properties.getScaleY() == 0) {
+        // no shadow to draw
+        return;
+    }
+
+    const SkPath* casterOutlinePath = properties.getOutline().getPath();
+    const SkPath* revealClipPath = properties.getRevealClip().getPath();
+    if (revealClipPath && revealClipPath->isEmpty()) return;
+
+    float casterAlpha = properties.getAlpha() * properties.getOutline().getAlpha();
+
+    // holds temporary SkPath to store the result of intersections
+    SkPath* frameAllocatedPath = nullptr;
+    const SkPath* casterPath = casterOutlinePath;
+
+    // intersect the shadow-casting path with the reveal, if present
+    if (revealClipPath) {
+        frameAllocatedPath = createFrameAllocatedPath();
+
+        Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, frameAllocatedPath);
+        casterPath = frameAllocatedPath;
+    }
+
+    // intersect the shadow-casting path with the clipBounds, if present
+    if (properties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS) {
+        if (!frameAllocatedPath) {
+            frameAllocatedPath = createFrameAllocatedPath();
+        }
+        Rect clipBounds;
+        properties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
+        SkPath clipBoundsPath;
+        clipBoundsPath.addRect(clipBounds.left, clipBounds.top,
+                clipBounds.right, clipBounds.bottom);
+
+        Op(*casterPath, clipBoundsPath, kIntersect_SkPathOp, frameAllocatedPath);
+        casterPath = frameAllocatedPath;
+    }
+
+    ShadowOp* shadowOp = new (mAllocator) ShadowOp(casterNodeOp, casterAlpha, casterPath,
+            mCanvasState.getLocalClipBounds(),
+            mCanvasState.currentSnapshot()->getRelativeLightCenter());
+    BakedOpState* bakedOpState = BakedOpState::tryShadowOpConstruct(
+            mAllocator, *mCanvasState.writableSnapshot(), shadowOp);
+    if (CC_LIKELY(bakedOpState)) {
+        currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Shadow);
+    }
+}
+
+void FrameReorderer::deferProjectedChildren(const RenderNode& renderNode) {
+    const SkPath* projectionReceiverOutline = renderNode.properties().getOutline().getPath();
+    int count = mCanvasState.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+
+    // can't be null, since DL=null node rejection happens before deferNodePropsAndOps
+    const DisplayList& displayList = *(renderNode.getDisplayList());
+
+    const RecordedOp* op = (displayList.getOps()[displayList.projectionReceiveIndex]);
+    const RenderNodeOp* backgroundOp = static_cast<const RenderNodeOp*>(op);
+    const RenderProperties& backgroundProps = backgroundOp->renderNode->properties();
+
+    // Transform renderer to match background we're projecting onto
+    // (by offsetting canvas by translationX/Y of background rendernode, since only those are set)
+    mCanvasState.translate(backgroundProps.getTranslationX(), backgroundProps.getTranslationY());
+
+    // If the projection receiver has an outline, we mask projected content to it
+    // (which we know, apriori, are all tessellated paths)
+    mCanvasState.setProjectionPathMask(mAllocator, projectionReceiverOutline);
+
+    // draw projected nodes
+    for (size_t i = 0; i < renderNode.mProjectedNodes.size(); i++) {
+        RenderNodeOp* childOp = renderNode.mProjectedNodes[i];
+
+        int restoreTo = mCanvasState.save(SkCanvas::kMatrix_SaveFlag);
+        mCanvasState.concatMatrix(childOp->transformFromCompositingAncestor);
+        deferRenderNodeOpImpl(*childOp);
+        mCanvasState.restoreToCount(restoreTo);
+    }
+
+    mCanvasState.restoreToCount(count);
+}
+
+/**
+ * Used to define a list of lambdas referencing private FrameReorderer::onXX::defer() methods.
+ *
+ * This allows opIds embedded in the RecordedOps to be used for dispatching to these lambdas.
+ * E.g. a BitmapOp op then would be dispatched to FrameReorderer::onBitmapOp(const BitmapOp&)
+ */
+#define OP_RECEIVER(Type) \
+        [](FrameReorderer& reorderer, const RecordedOp& op) { reorderer.defer##Type(static_cast<const Type&>(op)); },
+void FrameReorderer::deferNodeOps(const RenderNode& renderNode) {
+    typedef void (*OpDispatcher) (FrameReorderer& reorderer, const RecordedOp& op);
+    static OpDispatcher receivers[] = BUILD_DEFERRABLE_OP_LUT(OP_RECEIVER);
+
+    // can't be null, since DL=null node rejection happens before deferNodePropsAndOps
+    const DisplayList& displayList = *(renderNode.getDisplayList());
+    for (const DisplayList::Chunk& chunk : displayList.getChunks()) {
+        FatVector<ZRenderNodeOpPair, 16> zTranslatedNodes;
+        buildZSortedChildList(&zTranslatedNodes, displayList, chunk);
+
+        defer3dChildren(ChildrenSelectMode::Negative, zTranslatedNodes);
+        for (size_t opIndex = chunk.beginOpIndex; opIndex < chunk.endOpIndex; opIndex++) {
+            const RecordedOp* op = displayList.getOps()[opIndex];
+            receivers[op->opId](*this, *op);
+
+            if (CC_UNLIKELY(!renderNode.mProjectedNodes.empty()
+                    && displayList.projectionReceiveIndex >= 0
+                    && static_cast<int>(opIndex) == displayList.projectionReceiveIndex)) {
+                deferProjectedChildren(renderNode);
+            }
+        }
+        defer3dChildren(ChildrenSelectMode::Positive, zTranslatedNodes);
+    }
+}
+
+void FrameReorderer::deferRenderNodeOpImpl(const RenderNodeOp& op) {
+    if (op.renderNode->nothingToDraw()) return;
+    int count = mCanvasState.save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
+
+    // apply state from RecordedOp (clip first, since op's clip is transformed by current matrix)
+    mCanvasState.writableSnapshot()->mutateClipArea().applyClip(op.localClip,
+            *mCanvasState.currentSnapshot()->transform);
+    mCanvasState.concatMatrix(op.localMatrix);
+
+    // then apply state from node properties, and defer ops
+    deferNodePropsAndOps(*op.renderNode);
+
+    mCanvasState.restoreToCount(count);
+}
+
+void FrameReorderer::deferRenderNodeOp(const RenderNodeOp& op) {
+    if (!op.skipInOrderDraw) {
+        deferRenderNodeOpImpl(op);
+    }
+}
+
+/**
+ * Defers an unmergeable, strokeable op, accounting correctly
+ * for paint's style on the bounds being computed.
+ */
+void FrameReorderer::deferStrokeableOp(const RecordedOp& op, batchid_t batchId,
+        BakedOpState::StrokeBehavior strokeBehavior) {
+    // Note: here we account for stroke when baking the op
+    BakedOpState* bakedState = BakedOpState::tryStrokeableOpConstruct(
+            mAllocator, *mCanvasState.writableSnapshot(), op, strokeBehavior);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, batchId);
+}
+
+/**
+ * Returns batch id for tessellatable shapes, based on paint. Checks to see if path effect/AA will
+ * be used, since they trigger significantly different rendering paths.
+ *
+ * Note: not used for lines/points, since they don't currently support path effects.
+ */
+static batchid_t tessBatchId(const RecordedOp& op) {
+    const SkPaint& paint = *(op.paint);
+    return paint.getPathEffect()
+            ? OpBatchType::AlphaMaskTexture
+            : (paint.isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices);
+}
+
+void FrameReorderer::deferArcOp(const ArcOp& op) {
+    deferStrokeableOp(op, tessBatchId(op));
+}
+
+static bool hasMergeableClip(const BakedOpState& state) {
+    return state.computedState.clipState
+            || state.computedState.clipState->mode == ClipMode::Rectangle;
+}
+
+void FrameReorderer::deferBitmapOp(const BitmapOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+
+    // Don't merge non-simply transformed or neg scale ops, SET_TEXTURE doesn't handle rotation
+    // Don't merge A8 bitmaps - the paint's color isn't compared by mergeId, or in
+    // MergingDrawBatch::canMergeWith()
+    if (bakedState->computedState.transform.isSimple()
+            && bakedState->computedState.transform.positiveScale()
+            && PaintUtils::getXfermodeDirect(op.paint) == SkXfermode::kSrcOver_Mode
+            && op.bitmap->colorType() != kAlpha_8_SkColorType
+            && hasMergeableClip(*bakedState)) {
+        mergeid_t mergeId = (mergeid_t) op.bitmap->getGenerationID();
+        // TODO: AssetAtlas in mergeId
+        currentLayer().deferMergeableOp(mAllocator, bakedState, OpBatchType::Bitmap, mergeId);
+    } else {
+        currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
+    }
+}
+
+void FrameReorderer::deferBitmapMeshOp(const BitmapMeshOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
+}
+
+void FrameReorderer::deferBitmapRectOp(const BitmapRectOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
+}
+
+void FrameReorderer::deferCirclePropsOp(const CirclePropsOp& op) {
+    // allocate a temporary oval op (with mAllocator, so it persists until render), so the
+    // renderer doesn't have to handle the RoundRectPropsOp type, and so state baking is simple.
+    float x = *(op.x);
+    float y = *(op.y);
+    float radius = *(op.radius);
+    Rect unmappedBounds(x - radius, y - radius, x + radius, y + radius);
+    const OvalOp* resolvedOp = new (mAllocator) OvalOp(
+            unmappedBounds,
+            op.localMatrix,
+            op.localClip,
+            op.paint);
+    deferOvalOp(*resolvedOp);
+}
+
+void FrameReorderer::deferFunctorOp(const FunctorOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Functor);
+}
+
+void FrameReorderer::deferLinesOp(const LinesOp& op) {
+    batchid_t batch = op.paint->isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices;
+    deferStrokeableOp(op, batch, BakedOpState::StrokeBehavior::Forced);
+}
+
+void FrameReorderer::deferOvalOp(const OvalOp& op) {
+    deferStrokeableOp(op, tessBatchId(op));
+}
+
+void FrameReorderer::deferPatchOp(const PatchOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+
+    if (bakedState->computedState.transform.isPureTranslate()
+            && PaintUtils::getXfermodeDirect(op.paint) == SkXfermode::kSrcOver_Mode
+            && hasMergeableClip(*bakedState)) {
+        mergeid_t mergeId = (mergeid_t) op.bitmap->getGenerationID();
+        // TODO: AssetAtlas in mergeId
+
+        // Only use the MergedPatch batchId when merged, so Bitmap+Patch don't try to merge together
+        currentLayer().deferMergeableOp(mAllocator, bakedState, OpBatchType::MergedPatch, mergeId);
+    } else {
+        // Use Bitmap batchId since Bitmap+Patch use same shader
+        currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Bitmap);
+    }
+}
+
+void FrameReorderer::deferPathOp(const PathOp& op) {
+    deferStrokeableOp(op, OpBatchType::Bitmap);
+}
+
+void FrameReorderer::deferPointsOp(const PointsOp& op) {
+    batchid_t batch = op.paint->isAntiAlias() ? OpBatchType::AlphaVertices : OpBatchType::Vertices;
+    deferStrokeableOp(op, batch, BakedOpState::StrokeBehavior::Forced);
+}
+
+void FrameReorderer::deferRectOp(const RectOp& op) {
+    deferStrokeableOp(op, tessBatchId(op));
+}
+
+void FrameReorderer::deferRoundRectOp(const RoundRectOp& op) {
+    deferStrokeableOp(op, tessBatchId(op));
+}
+
+void FrameReorderer::deferRoundRectPropsOp(const RoundRectPropsOp& op) {
+    // allocate a temporary round rect op (with mAllocator, so it persists until render), so the
+    // renderer doesn't have to handle the RoundRectPropsOp type, and so state baking is simple.
+    const RoundRectOp* resolvedOp = new (mAllocator) RoundRectOp(
+            Rect(*(op.left), *(op.top), *(op.right), *(op.bottom)),
+            op.localMatrix,
+            op.localClip,
+            op.paint, *op.rx, *op.ry);
+    deferRoundRectOp(*resolvedOp);
+}
+
+void FrameReorderer::deferSimpleRectsOp(const SimpleRectsOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::Vertices);
+}
+
+static batchid_t textBatchId(const SkPaint& paint) {
+    // TODO: better handling of shader (since we won't care about color then)
+    return paint.getColor() == SK_ColorBLACK ? OpBatchType::Text : OpBatchType::ColorText;
+}
+
+void FrameReorderer::deferTextOp(const TextOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+
+    batchid_t batchId = textBatchId(*(op.paint));
+    if (bakedState->computedState.transform.isPureTranslate()
+            && PaintUtils::getXfermodeDirect(op.paint) == SkXfermode::kSrcOver_Mode
+            && hasMergeableClip(*bakedState)) {
+        mergeid_t mergeId = reinterpret_cast<mergeid_t>(op.paint->getColor());
+        currentLayer().deferMergeableOp(mAllocator, bakedState, batchId, mergeId);
+    } else {
+        currentLayer().deferUnmergeableOp(mAllocator, bakedState, batchId);
+    }
+}
+
+void FrameReorderer::deferTextOnPathOp(const TextOnPathOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, textBatchId(*(op.paint)));
+}
+
+void FrameReorderer::deferTextureLayerOp(const TextureLayerOp& op) {
+    BakedOpState* bakedState = tryBakeOpState(op);
+    if (!bakedState) return; // quick rejected
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::TextureLayer);
+}
+
+void FrameReorderer::saveForLayer(uint32_t layerWidth, uint32_t layerHeight,
+        float contentTranslateX, float contentTranslateY,
+        const Rect& repaintRect,
+        const Vector3& lightCenter,
+        const BeginLayerOp* beginLayerOp, RenderNode* renderNode) {
+    mCanvasState.save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag);
+    mCanvasState.writableSnapshot()->initializeViewport(layerWidth, layerHeight);
+    mCanvasState.writableSnapshot()->roundRectClipState = nullptr;
+    mCanvasState.writableSnapshot()->setRelativeLightCenter(lightCenter);
+    mCanvasState.writableSnapshot()->transform->loadTranslate(
+            contentTranslateX, contentTranslateY, 0);
+    mCanvasState.writableSnapshot()->setClip(
+            repaintRect.left, repaintRect.top, repaintRect.right, repaintRect.bottom);
+
+    // create a new layer repaint, and push its index on the stack
+    mLayerStack.push_back(mLayerReorderers.size());
+    mLayerReorderers.emplace_back(layerWidth, layerHeight, repaintRect, beginLayerOp, renderNode);
+}
+
+void FrameReorderer::restoreForLayer() {
+    // restore canvas, and pop finished layer off of the stack
+    mCanvasState.restore();
+    mLayerStack.pop_back();
+}
+
+// TODO: defer time rejection (when bounds become empty) + tests
+// Option - just skip layers with no bounds at playback + defer?
+void FrameReorderer::deferBeginLayerOp(const BeginLayerOp& op) {
+    uint32_t layerWidth = (uint32_t) op.unmappedBounds.getWidth();
+    uint32_t layerHeight = (uint32_t) op.unmappedBounds.getHeight();
+
+    auto previous = mCanvasState.currentSnapshot();
+    Vector3 lightCenter = previous->getRelativeLightCenter();
+
+    // Combine all transforms used to present saveLayer content:
+    // parent content transform * canvas transform * bounds offset
+    Matrix4 contentTransform(*(previous->transform));
+    contentTransform.multiply(op.localMatrix);
+    contentTransform.translate(op.unmappedBounds.left, op.unmappedBounds.top);
+
+    Matrix4 inverseContentTransform;
+    inverseContentTransform.loadInverse(contentTransform);
+
+    // map the light center into layer-relative space
+    inverseContentTransform.mapPoint3d(lightCenter);
+
+    // Clip bounds of temporary layer to parent's clip rect, so:
+    Rect saveLayerBounds(layerWidth, layerHeight);
+    //     1) transform Rect(width, height) into parent's space
+    //        note: left/top offsets put in contentTransform above
+    contentTransform.mapRect(saveLayerBounds);
+    //     2) intersect with parent's clip
+    saveLayerBounds.doIntersect(previous->getRenderTargetClip());
+    //     3) and transform back
+    inverseContentTransform.mapRect(saveLayerBounds);
+    saveLayerBounds.doIntersect(Rect(layerWidth, layerHeight));
+    saveLayerBounds.roundOut();
+
+    // if bounds are reduced, will clip the layer's area by reducing required bounds...
+    layerWidth = saveLayerBounds.getWidth();
+    layerHeight = saveLayerBounds.getHeight();
+    // ...and shifting drawing content to account for left/top side clipping
+    float contentTranslateX = -saveLayerBounds.left;
+    float contentTranslateY = -saveLayerBounds.top;
+
+    saveForLayer(layerWidth, layerHeight,
+            contentTranslateX, contentTranslateY,
+            Rect(layerWidth, layerHeight),
+            lightCenter,
+            &op, nullptr);
+}
+
+void FrameReorderer::deferEndLayerOp(const EndLayerOp& /* ignored */) {
+    const BeginLayerOp& beginLayerOp = *currentLayer().beginLayerOp;
+    int finishedLayerIndex = mLayerStack.back();
+
+    restoreForLayer();
+
+    // record the draw operation into the previous layer's list of draw commands
+    // uses state from the associated beginLayerOp, since it has all the state needed for drawing
+    LayerOp* drawLayerOp = new (mAllocator) LayerOp(
+            beginLayerOp.unmappedBounds,
+            beginLayerOp.localMatrix,
+            beginLayerOp.localClip,
+            beginLayerOp.paint,
+            &mLayerReorderers[finishedLayerIndex].offscreenBuffer);
+    BakedOpState* bakedOpState = tryBakeOpState(*drawLayerOp);
+
+    if (bakedOpState) {
+        // Layer will be drawn into parent layer (which is now current, since we popped mLayerStack)
+        currentLayer().deferUnmergeableOp(mAllocator, bakedOpState, OpBatchType::Bitmap);
+    } else {
+        // Layer won't be drawn - delete its drawing batches to prevent it from doing any work
+        // TODO: need to prevent any render work from being done
+        // - create layerop earlier for reject purposes?
+        mLayerReorderers[finishedLayerIndex].clear();
+        return;
+    }
+}
+
+void FrameReorderer::deferBeginUnclippedLayerOp(const BeginUnclippedLayerOp& op) {
+    Matrix4 boundsTransform(*(mCanvasState.currentSnapshot()->transform));
+    boundsTransform.multiply(op.localMatrix);
+
+    Rect dstRect(op.unmappedBounds);
+    boundsTransform.mapRect(dstRect);
+    dstRect.doIntersect(mCanvasState.currentSnapshot()->getRenderTargetClip());
+
+    // Allocate a holding position for the layer object (copyTo will produce, copyFrom will consume)
+    OffscreenBuffer** layerHandle = mAllocator.create<OffscreenBuffer*>(nullptr);
+
+    /**
+     * First, defer an operation to copy out the content from the rendertarget into a layer.
+     */
+    auto copyToOp = new (mAllocator) CopyToLayerOp(op, layerHandle);
+    BakedOpState* bakedState = BakedOpState::directConstruct(mAllocator,
+            &(currentLayer().viewportClip), dstRect, *copyToOp);
+    currentLayer().deferUnmergeableOp(mAllocator, bakedState, OpBatchType::CopyToLayer);
+
+    /**
+     * Defer a clear rect, so that clears from multiple unclipped layers can be drawn
+     * both 1) simultaneously, and 2) as long after the copyToLayer executes as possible
+     */
+    currentLayer().deferLayerClear(dstRect);
+
+    /**
+     * And stash an operation to copy that layer back under the rendertarget until
+     * a balanced EndUnclippedLayerOp is seen
+     */
+    auto copyFromOp = new (mAllocator) CopyFromLayerOp(op, layerHandle);
+    bakedState = BakedOpState::directConstruct(mAllocator,
+            &(currentLayer().viewportClip), dstRect, *copyFromOp);
+    currentLayer().activeUnclippedSaveLayers.push_back(bakedState);
+}
+
+void FrameReorderer::deferEndUnclippedLayerOp(const EndUnclippedLayerOp& /* ignored */) {
+    LOG_ALWAYS_FATAL_IF(currentLayer().activeUnclippedSaveLayers.empty(), "no layer to end!");
+
+    BakedOpState* copyFromLayerOp = currentLayer().activeUnclippedSaveLayers.back();
+    currentLayer().deferUnmergeableOp(mAllocator, copyFromLayerOp, OpBatchType::CopyFromLayer);
+    currentLayer().activeUnclippedSaveLayers.pop_back();
+}
+
+} // namespace uirenderer
+} // namespace android