|  | /* | 
|  | * 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 "BakedOpDispatcher.h" | 
|  | #include "BakedOpRenderer.h" | 
|  | #include "DamageAccumulator.h" | 
|  | #include "FrameBuilder.h" | 
|  | #include "FrameInfo.h" | 
|  | #include "FrameInfoVisualizer.h" | 
|  | #include "FrameMetricsReporter.h" | 
|  | #include "IContextFactory.h" | 
|  | #include "IRenderPipeline.h" | 
|  | #include "LayerUpdateQueue.h" | 
|  | #include "RenderNode.h" | 
|  | #include "thread/Task.h" | 
|  | #include "thread/TaskProcessor.h" | 
|  | #include "renderthread/RenderTask.h" | 
|  | #include "renderthread/RenderThread.h" | 
|  |  | 
|  | #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 Layer; | 
|  | class Rect; | 
|  | class RenderState; | 
|  |  | 
|  | namespace renderthread { | 
|  |  | 
|  | class EglManager; | 
|  | class Frame; | 
|  |  | 
|  | // 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: | 
|  | static CanvasContext* create(RenderThread& thread, bool translucent, | 
|  | RenderNode* rootRenderNode, IContextFactory* contextFactory); | 
|  | virtual ~CanvasContext(); | 
|  |  | 
|  | /** | 
|  | * Update or create a layer specific for the provided RenderNode. The layer | 
|  | * attached to the node will be specific to the RenderPipeline used by this | 
|  | * context | 
|  | * | 
|  | *  @return true if the layer has been created or updated | 
|  | */ | 
|  | bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator) { | 
|  | return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, mWideColorGamut); | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Pin any mutable images to the GPU cache. A pinned images is guaranteed to | 
|  | * remain in the cache until it has been unpinned. We leverage this feature | 
|  | * to avoid making a CPU copy of the pixels. | 
|  | * | 
|  | * @return true if all images have been successfully pinned to the GPU cache | 
|  | *         and false otherwise (e.g. cache limits have been exceeded). | 
|  | */ | 
|  | bool pinImages(std::vector<SkImage*>& mutableImages) { | 
|  | return mRenderPipeline->pinImages(mutableImages); | 
|  | } | 
|  | bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { | 
|  | return mRenderPipeline->pinImages(images); | 
|  | } | 
|  |  | 
|  | /** | 
|  | * Unpin any image that had be previously pinned to the GPU cache | 
|  | */ | 
|  | void unpinImages() { mRenderPipeline->unpinImages(); } | 
|  |  | 
|  | /** | 
|  | * Destroy any layers that have been attached to the provided RenderNode removing | 
|  | * any state that may have been set during createOrUpdateLayer(). | 
|  | */ | 
|  | static void destroyLayer(RenderNode* node); | 
|  |  | 
|  | static void invokeFunctor(const RenderThread& thread, Functor* functor); | 
|  |  | 
|  | static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap); | 
|  |  | 
|  | /* | 
|  | * If Properties::isSkiaEnabled() is true then this will return the Skia | 
|  | * grContext associated with the current RenderPipeline. | 
|  | */ | 
|  | GrContext* getGrContext() const { return mRenderThread.getGrContext(); } | 
|  |  | 
|  | // 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(float lightRadius, | 
|  | uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); | 
|  | void setLightCenter(const Vector3& lightCenter); | 
|  | void setOpaque(bool opaque); | 
|  | void setWideGamut(bool wideGamut); | 
|  | bool makeCurrent(); | 
|  | void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, | 
|  | int64_t syncQueued, RenderNode* target); | 
|  | void draw(); | 
|  | void destroy(); | 
|  |  | 
|  | // IFrameCallback, Choreographer-driven frame callback entry point | 
|  | virtual void doFrame() override; | 
|  | void prepareAndDraw(RenderNode* node); | 
|  |  | 
|  | void buildLayer(RenderNode* node); | 
|  | bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); | 
|  | void markLayerInUse(RenderNode* node); | 
|  |  | 
|  | void destroyHardwareResources(); | 
|  | static void trimMemory(RenderThread& thread, int level); | 
|  |  | 
|  | DeferredLayerUpdater* createTextureLayer(); | 
|  |  | 
|  | void stopDrawing(); | 
|  | void notifyFramePending(); | 
|  |  | 
|  | FrameInfoVisualizer& profiler() { return mProfiler; } | 
|  |  | 
|  | void dumpFrames(int fd); | 
|  | void resetFrameStats(); | 
|  |  | 
|  | void setName(const std::string&& name); | 
|  |  | 
|  | void serializeDisplayListTree(); | 
|  |  | 
|  | void addRenderNode(RenderNode* node, bool placeFront); | 
|  | void removeRenderNode(RenderNode* node); | 
|  |  | 
|  | void setContentDrawBounds(const Rect& bounds) { | 
|  | mContentDrawBounds = bounds; | 
|  | } | 
|  |  | 
|  | 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(); | 
|  |  | 
|  | void waitOnFences(); | 
|  |  | 
|  | IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); } | 
|  |  | 
|  | private: | 
|  | CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, | 
|  | IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline); | 
|  |  | 
|  | 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(); | 
|  |  | 
|  | bool isSwapChainStuffed(); | 
|  |  | 
|  | SkRect computeDirtyRect(const Frame& frame, SkRect* dirty); | 
|  |  | 
|  | EGLint mLastFrameWidth = 0; | 
|  | EGLint mLastFrameHeight = 0; | 
|  |  | 
|  | RenderThread& mRenderThread; | 
|  | sp<Surface> mNativeSurface; | 
|  | // 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; | 
|  | SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default; | 
|  | struct SwapHistory { | 
|  | SkRect damage; | 
|  | nsecs_t vsyncTime; | 
|  | nsecs_t swapCompletedTime; | 
|  | nsecs_t dequeueDuration; | 
|  | nsecs_t queueDuration; | 
|  | }; | 
|  |  | 
|  | RingBuffer<SwapHistory, 3> mSwapHistory; | 
|  | int64_t mFrameNumber = -1; | 
|  |  | 
|  | // last vsync for a dropped frame due to stuffed queue | 
|  | nsecs_t mLastDropVsync = 0; | 
|  |  | 
|  | bool mOpaque; | 
|  | bool mWideColorGamut = false; | 
|  | BakedOpRenderer::LightInfo mLightInfo; | 
|  | FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 }; | 
|  |  | 
|  | bool mHaveNewSurface = false; | 
|  | DamageAccumulator mDamageAccumulator; | 
|  | LayerUpdateQueue mLayerUpdateQueue; | 
|  | std::unique_ptr<AnimationContext> mAnimationContext; | 
|  |  | 
|  | std::vector< sp<RenderNode> > mRenderNodes; | 
|  |  | 
|  | FrameInfo* mCurrentFrameInfo = nullptr; | 
|  | 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; | 
|  | std::unique_ptr<IRenderPipeline> mRenderPipeline; | 
|  | }; | 
|  |  | 
|  | } /* namespace renderthread */ | 
|  | } /* namespace uirenderer */ | 
|  | } /* namespace android */ |