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/*
* 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.
*/
#pragma once
#include <SkColorFilter.h>
#include <SkImage.h>
#include <SkMatrix.h>
#include <android/hardware_buffer.h>
#include <cutils/compiler.h>
#include <android/surface_texture.h>
#include <map>
#include <memory>
#include "Layer.h"
#include "Rect.h"
#include "renderstate/RenderState.h"
namespace android {
namespace uirenderer {
class AutoBackendTextureRelease;
class RenderState;
typedef std::unique_ptr<ASurfaceTexture, decltype(&ASurfaceTexture_release)> AutoTextureRelease;
// Container to hold the properties a layer should be set to at the start
// of a render pass
class DeferredLayerUpdater : public VirtualLightRefBase, public IGpuContextCallback {
public:
// Note that DeferredLayerUpdater assumes it is taking ownership of the layer
// and will not call incrementRef on it as a result.
explicit DeferredLayerUpdater(RenderState& renderState);
~DeferredLayerUpdater();
bool setSize(int width, int height) {
if (mWidth != width || mHeight != height) {
mWidth = width;
mHeight = height;
return true;
}
return false;
}
int getWidth() { return mWidth; }
int getHeight() { return mHeight; }
bool setBlend(bool blend) {
if (blend != mBlend) {
mBlend = blend;
return true;
}
return false;
}
void setSurfaceTexture(AutoTextureRelease&& consumer);
void updateTexImage() { mUpdateTexImage = true; }
void setTransform(const SkMatrix* matrix) {
delete mTransform;
mTransform = matrix ? new SkMatrix(*matrix) : nullptr;
}
SkMatrix* getTransform() { return mTransform; }
void setPaint(const SkPaint* paint);
void apply();
Layer* backingLayer() { return mLayer; }
void detachSurfaceTexture();
void updateLayer(bool forceFilter, const SkMatrix& textureTransform,
const sk_sp<SkImage>& layerImage);
void destroyLayer();
protected:
void onContextDestroyed() override;
private:
/**
* ImageSlot contains the information and object references that
* DeferredLayerUpdater maintains about a slot. Slot id comes from
* ASurfaceTexture_dequeueBuffer. Usually there are at most 3 slots active at a time.
*/
class ImageSlot {
public:
~ImageSlot() { clear(); }
sk_sp<SkImage> createIfNeeded(AHardwareBuffer* buffer, android_dataspace dataspace,
bool forceCreate, GrDirectContext* context);
private:
void clear();
// the dataspace associated with the current image
android_dataspace mDataspace = HAL_DATASPACE_UNKNOWN;
AHardwareBuffer* mBuffer = nullptr;
/**
* mTextureRelease may outlive DeferredLayerUpdater, if the last ref is held by an SkImage.
* DeferredLayerUpdater holds one ref to mTextureRelease, which is decremented by "clear".
*/
AutoBackendTextureRelease* mTextureRelease = nullptr;
};
/**
* DeferredLayerUpdater stores the SkImages that have been allocated by the BufferQueue
* for each buffer slot.
*/
std::map<int, ImageSlot> mImageSlots;
RenderState& mRenderState;
// Generic properties
int mWidth = 0;
int mHeight = 0;
bool mBlend = false;
sk_sp<SkColorFilter> mColorFilter;
int mAlpha = 255;
SkBlendMode mMode = SkBlendMode::kSrcOver;
AutoTextureRelease mSurfaceTexture;
SkMatrix* mTransform;
bool mGLContextAttached;
bool mUpdateTexImage;
Layer* mLayer;
};
} /* namespace uirenderer */
} /* namespace android */