/* * Copyright (C) 2014 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. */ #ifndef CANVASCONTEXT_H_ #define CANVASCONTEXT_H_ #include "DamageAccumulator.h" #include "FrameInfo.h" #include "FrameInfoVisualizer.h" #include "FrameMetricsReporter.h" #include "IContextFactory.h" #include "LayerUpdateQueue.h" #include "RenderNode.h" #include "thread/Task.h" #include "thread/TaskProcessor.h" #include "utils/RingBuffer.h" #include "renderthread/RenderTask.h" #include "renderthread/RenderThread.h" #if HWUI_NEW_OPS #include "BakedOpDispatcher.h" #include "BakedOpRenderer.h" #include "FrameBuilder.h" #endif #include <cutils/compiler.h> #include <EGL/egl.h> #include <SkBitmap.h> #include <SkRect.h> #include <utils/Functor.h> #include <gui/Surface.h> #include <functional> #include <set> #include <string> #include <vector> namespace android { namespace uirenderer { class AnimationContext; class DeferredLayerUpdater; class OpenGLRenderer; class Rect; class Layer; class RenderState; namespace renderthread { class EglManager; enum SwapBehavior { kSwap_default, kSwap_discardBuffer, }; // This per-renderer class manages the bridge between the global EGL context // and the render surface. // TODO: Rename to Renderer or some other per-window, top-level manager class CanvasContext : public IFrameCallback { public: CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, IContextFactory* contextFactory); virtual ~CanvasContext(); // Won't take effect until next EGLSurface creation void setSwapBehavior(SwapBehavior swapBehavior); void initialize(Surface* surface); void updateSurface(Surface* surface); bool pauseSurface(Surface* surface); void setStopped(bool stopped); bool hasSurface() { return mNativeSurface.get(); } void setup(int width, int height, float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); void setLightCenter(const Vector3& lightCenter); void setOpaque(bool opaque); bool makeCurrent(); void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target); void draw(); void destroy(TreeObserver* observer); // IFrameCallback, Choreographer-driven frame callback entry point virtual void doFrame() override; void prepareAndDraw(RenderNode* node); void buildLayer(RenderNode* node, TreeObserver* observer); bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); void markLayerInUse(RenderNode* node); void destroyHardwareResources(TreeObserver* observer); static void trimMemory(RenderThread& thread, int level); static void invokeFunctor(RenderThread& thread, Functor* functor); void runWithGlContext(RenderTask* task); Layer* createTextureLayer(); ANDROID_API static void setTextureAtlas(RenderThread& thread, const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize); void stopDrawing(); void notifyFramePending(); FrameInfoVisualizer& profiler() { return mProfiler; } void dumpFrames(int fd); void resetFrameStats(); void setName(const std::string&& name) { mName = name; } const std::string& name() { return mName; } void serializeDisplayListTree(); void addRenderNode(RenderNode* node, bool placeFront) { int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size()); mRenderNodes.emplace(mRenderNodes.begin() + pos, node); } void removeRenderNode(RenderNode* node) { mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node), mRenderNodes.end()); } void setContentDrawBounds(int left, int top, int right, int bottom) { mContentDrawBounds.set(left, top, right, bottom); } RenderState& getRenderState() { return mRenderThread.renderState(); } void addFrameMetricsObserver(FrameMetricsObserver* observer) { if (mFrameMetricsReporter.get() == nullptr) { mFrameMetricsReporter.reset(new FrameMetricsReporter()); } mFrameMetricsReporter->addObserver(observer); } void removeFrameMetricsObserver(FrameMetricsObserver* observer) { if (mFrameMetricsReporter.get() != nullptr) { mFrameMetricsReporter->removeObserver(observer); if (!mFrameMetricsReporter->hasObservers()) { mFrameMetricsReporter.reset(nullptr); } } } // Used to queue up work that needs to be completed before this frame completes ANDROID_API void enqueueFrameWork(std::function<void()>&& func); ANDROID_API int64_t getFrameNumber(); private: friend class RegisterFrameCallbackTask; // TODO: Replace with something better for layer & other GL object // lifecycle tracking friend class android::uirenderer::RenderState; void setSurface(Surface* window); void freePrefetchedLayers(TreeObserver* observer); void waitOnFences(); EGLint mLastFrameWidth = 0; EGLint mLastFrameHeight = 0; RenderThread& mRenderThread; EglManager& mEglManager; sp<Surface> mNativeSurface; EGLSurface mEglSurface = EGL_NO_SURFACE; // stopped indicates the CanvasContext will reject actual redraw operations, // and defer repaint until it is un-stopped bool mStopped = false; // CanvasContext is dirty if it has received an update that it has not // painted onto its surface. bool mIsDirty = false; bool mBufferPreserved = false; SwapBehavior mSwapBehavior = kSwap_default; struct SwapHistory { SkRect damage; nsecs_t vsyncTime; nsecs_t swapTime; }; RingBuffer<SwapHistory, 3> mSwapHistory; int64_t mFrameNumber = -1; bool mOpaque; #if HWUI_NEW_OPS BakedOpRenderer::LightInfo mLightInfo; FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 }; #else OpenGLRenderer* mCanvas = nullptr; #endif bool mHaveNewSurface = false; DamageAccumulator mDamageAccumulator; LayerUpdateQueue mLayerUpdateQueue; std::unique_ptr<AnimationContext> mAnimationContext; std::vector< sp<RenderNode> > mRenderNodes; FrameInfo* mCurrentFrameInfo = nullptr; // Ring buffer large enough for 2 seconds worth of frames RingBuffer<FrameInfo, 120> mFrames; std::string mName; JankTracker mJankTracker; FrameInfoVisualizer mProfiler; std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter; std::set<RenderNode*> mPrefetchedLayers; // Stores the bounds of the main content. Rect mContentDrawBounds; // TODO: This is really a Task<void> but that doesn't really work // when Future<> expects to be able to get/set a value struct FuncTask : public Task<bool> { std::function<void()> func; }; class FuncTaskProcessor; std::vector< sp<FuncTask> > mFrameFences; sp<TaskProcessor<bool> > mFrameWorkProcessor; }; } /* namespace renderthread */ } /* namespace uirenderer */ } /* namespace android */ #endif /* CANVASCONTEXT_H_ */