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/*
* Copyright (C) 2013 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 RENDERPROXY_H_
#define RENDERPROXY_H_
#include <SkBitmap.h>
#include <android/native_window.h>
#include <cutils/compiler.h>
#include <android/surface_control.h>
#include <utils/Functor.h>
#include "../FrameMetricsObserver.h"
#include "../IContextFactory.h"
#include "ColorMode.h"
#include "DrawFrameTask.h"
#include "SwapBehavior.h"
#include "hwui/Bitmap.h"
namespace android {
class GraphicBuffer;
class Surface;
namespace uirenderer {
class DeferredLayerUpdater;
class RenderNode;
class Rect;
namespace renderthread {
class CanvasContext;
class RenderThread;
class RenderProxyBridge;
namespace DumpFlags {
enum {
FrameStats = 1 << 0,
Reset = 1 << 1,
JankStats = 1 << 2,
};
}
/*
* RenderProxy is strictly single threaded. All methods must be invoked on the owning
* thread. It is important to note that RenderProxy may be deleted while it has
* tasks post()'d as a result. Therefore any RenderTask that is post()'d must not
* reference RenderProxy or any of its fields. The exception here is that postAndWait()
* references RenderProxy fields. This is safe as RenderProxy cannot
* be deleted if it is blocked inside a call.
*/
class RenderProxy {
public:
RenderProxy(bool opaque, RenderNode* rootNode, IContextFactory* contextFactory);
virtual ~RenderProxy();
// Won't take effect until next EGLSurface creation
void setSwapBehavior(SwapBehavior swapBehavior);
bool loadSystemProperties();
void setName(const char* name);
void setSurface(ANativeWindow* window, bool enableTimeout = true);
void setSurfaceControl(ASurfaceControl* surfaceControl);
void allocateBuffers();
bool pause();
void setStopped(bool stopped);
void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightGeometry(const Vector3& lightCenter, float lightRadius);
void setOpaque(bool opaque);
void setColorMode(ColorMode mode);
int64_t* frameInfo();
int syncAndDrawFrame();
void destroy();
static void destroyFunctor(int functor);
DeferredLayerUpdater* createTextureLayer();
void buildLayer(RenderNode* node);
bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap);
void pushLayerUpdate(DeferredLayerUpdater* layer);
void cancelLayerUpdate(DeferredLayerUpdater* layer);
void detachSurfaceTexture(DeferredLayerUpdater* layer);
void destroyHardwareResources();
static void trimMemory(int level);
static void purgeCaches();
static void overrideProperty(const char* name, const char* value);
void fence();
static int maxTextureSize();
void stopDrawing();
void notifyFramePending();
void dumpProfileInfo(int fd, int dumpFlags);
// Not exported, only used for testing
void resetProfileInfo();
uint32_t frameTimePercentile(int p);
static void dumpGraphicsMemory(int fd, bool includeProfileData = true);
static void getMemoryUsage(size_t* cpuUsage, size_t* gpuUsage);
static void rotateProcessStatsBuffer();
static void setProcessStatsBuffer(int fd);
int getRenderThreadTid();
void addRenderNode(RenderNode* node, bool placeFront);
void removeRenderNode(RenderNode* node);
void drawRenderNode(RenderNode* node);
void setContentDrawBounds(int left, int top, int right, int bottom);
void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback);
void setASurfaceTransactionCallback(
const std::function<bool(int64_t, int64_t, int64_t)>& callback);
void setPrepareSurfaceControlForWebviewCallback(const std::function<void()>& callback);
void setFrameCallback(std::function<void(int64_t)>&& callback);
void setFrameCommitCallback(std::function<void(bool)>&& callback);
void setFrameCompleteCallback(std::function<void()>&& callback);
void addFrameMetricsObserver(FrameMetricsObserver* observer);
void removeFrameMetricsObserver(FrameMetricsObserver* observer);
void setForceDark(bool enable);
static int copySurfaceInto(ANativeWindow* window, int left, int top, int right,
int bottom, SkBitmap* bitmap);
static void prepareToDraw(Bitmap& bitmap);
static int copyHWBitmapInto(Bitmap* hwBitmap, SkBitmap* bitmap);
static int copyImageInto(const sk_sp<SkImage>& image, SkBitmap* bitmap);
static void disableVsync();
static void preload();
private:
RenderThread& mRenderThread;
CanvasContext* mContext;
DrawFrameTask mDrawFrameTask;
void destroyContext();
// Friend class to help with bridging
friend class RenderProxyBridge;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERPROXY_H_ */