blob: e78d8bd535927ac158dce37fefd9489cef7b3774 [file] [log] [blame]
* 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
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* See the License for the specific language governing permissions and
* limitations under the License.
#ifndef TREEINFO_H
#define TREEINFO_H
#include <string>
#include <utils/Timers.h>
#include "DamageAccumulator.h"
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
class OpenGLRenderer;
class RenderState;
class ErrorHandler {
virtual void onError(const std::string& message) = 0;
~ErrorHandler() {}
// This would be a struct, but we want to PREVENT_COPY_AND_ASSIGN
class TreeInfo {
enum TraversalMode {
// The full monty - sync, push, run animators, etc... Used by DrawFrameTask
// May only be used if both the UI thread and RT thread are blocked on the
// prepare
// Run only what can be done safely on RT thread. Currently this only means
// animators, but potentially things like SurfaceTexture updates
// could be handled by this as well if there are no listeners
explicit TreeInfo(TraversalMode mode, RenderState& renderState)
: mode(mode)
, prepareTextures(mode == MODE_FULL)
, runAnimations(true)
, damageAccumulator(NULL)
, renderState(renderState)
, renderer(NULL)
, errorHandler(NULL)
explicit TreeInfo(TraversalMode mode, const TreeInfo& clone)
: mode(mode)
, prepareTextures(mode == MODE_FULL)
, runAnimations(clone.runAnimations)
, damageAccumulator(clone.damageAccumulator)
, renderState(clone.renderState)
, renderer(clone.renderer)
, errorHandler(clone.errorHandler)
const TraversalMode mode;
// TODO: Remove this? Currently this is used to signal to stop preparing
// textures if we run out of cache space.
bool prepareTextures;
// TODO: buildLayer uses this to suppress running any animations, but this
// should probably be refactored somehow. The reason this is done is
// because buildLayer is not setup for injecting the animationHook, as well
// as this being otherwise wasted work as all the animators will be
// re-evaluated when the frame is actually drawn
bool runAnimations;
// Must not be null during actual usage
DamageAccumulator* damageAccumulator;
RenderState& renderState;
// The renderer that will be drawing the next frame. Use this to push any
// layer updates or similar. May be NULL.
OpenGLRenderer* renderer;
ErrorHandler* errorHandler;
struct Out {
: hasFunctors(false)
, hasAnimations(false)
, requiresUiRedraw(false)
, canDrawThisFrame(true)
bool hasFunctors;
// This is only updated if evaluateAnimations is true
bool hasAnimations;
// This is set to true if there is an animation that RenderThread cannot
// animate itself, such as if hasFunctors is true
// This is only set if hasAnimations is true
bool requiresUiRedraw;
// This is set to true if draw() can be called this frame
// false means that we must delay until the next vsync pulse as frame
// production is outrunning consumption
// NOTE that if this is false CanvasContext will set either requiresUiRedraw
// *OR* will post itself for the next vsync automatically, use this
// only to avoid calling draw()
bool canDrawThisFrame;
} out;
// TODO: Damage calculations
} /* namespace uirenderer */
} /* namespace android */
#endif /* TREEINFO_H */