blob: c3c22869a42fbbba6a99007b82f7591dadc93fe6 [file] [log] [blame]
/*
* 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.
*/
#pragma once
#include "DamageAccumulator.h"
#include "FrameInfoVisualizer.h"
#include "LayerUpdateQueue.h"
#include "Lighting.h"
#include "SwapBehavior.h"
#include "hwui/Bitmap.h"
#include <SkRect.h>
#include <utils/RefBase.h>
class GrContext;
struct ANativeWindow;
namespace android {
namespace uirenderer {
class DeferredLayerUpdater;
class ErrorHandler;
class TaskManager;
namespace renderthread {
enum class MakeCurrentResult { AlreadyCurrent, Failed, Succeeded };
enum class ColorMode {
// SRGB means HWUI will produce buffer in SRGB color space.
SRGB,
// WideColorGamut means HWUI would support rendering scRGB non-linear into
// a signed buffer with enough range to support the wide color gamut of the
// display.
WideColorGamut,
// Hdr
};
class Frame;
class IRenderPipeline {
public:
virtual MakeCurrentResult makeCurrent() = 0;
virtual Frame getFrame() = 0;
virtual bool draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
const LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue,
const Rect& contentDrawBounds, bool opaque, const LightInfo& lightInfo,
const std::vector<sp<RenderNode>>& renderNodes,
FrameInfoVisualizer* profiler) = 0;
virtual bool swapBuffers(const Frame& frame, bool drew, const SkRect& screenDirty,
FrameInfo* currentFrameInfo, bool* requireSwap) = 0;
virtual DeferredLayerUpdater* createTextureLayer() = 0;
virtual bool setSurface(ANativeWindow* window, SwapBehavior swapBehavior) = 0;
virtual void onStop() = 0;
virtual bool isSurfaceReady() = 0;
virtual bool isContextReady() = 0;
virtual void onDestroyHardwareResources() = 0;
virtual void renderLayers(const LightGeometry& lightGeometry,
LayerUpdateQueue* layerUpdateQueue, bool opaque,
const LightInfo& lightInfo) = 0;
virtual bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& damageAccumulator,
ErrorHandler* errorHandler) = 0;
virtual bool pinImages(std::vector<SkImage*>& mutableImages) = 0;
virtual bool pinImages(LsaVector<sk_sp<Bitmap>>& images) = 0;
virtual void unpinImages() = 0;
virtual void setSurfaceColorProperties(ColorMode colorMode) = 0;
virtual SkColorType getSurfaceColorType() const = 0;
virtual sk_sp<SkColorSpace> getSurfaceColorSpace() = 0;
virtual GrSurfaceOrigin getSurfaceOrigin() = 0;
virtual void setPictureCapturedCallback(
const std::function<void(sk_sp<SkPicture>&&)>& callback) = 0;
virtual ~IRenderPipeline() {}
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */