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/*
* Copyright 2017 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 ANDROID_UI_GRAPHICS_ENV_H
#define ANDROID_UI_GRAPHICS_ENV_H 1
#include <mutex>
#include <string>
#include <vector>
struct android_namespace_t;
namespace android {
struct NativeLoaderNamespace;
class GraphicsEnv {
public:
enum Api {
API_GL = 0,
API_VK = 1,
};
enum Driver {
NONE = 0,
GL = 1,
GL_UPDATED = 2,
VULKAN = 3,
VULKAN_UPDATED = 4,
ANGLE = 5,
};
private:
struct GpuStats {
std::string driverPackageName;
std::string driverVersionName;
uint64_t driverVersionCode;
std::string driverBuildDate;
std::string appPackageName;
Driver glDriverToLoad;
Driver glDriverFallback;
Driver vkDriverToLoad;
Driver vkDriverFallback;
GpuStats()
: driverPackageName(""),
driverVersionName(""),
driverVersionCode(0),
driverBuildDate(""),
appPackageName(""),
glDriverToLoad(Driver::NONE),
glDriverFallback(Driver::NONE),
vkDriverToLoad(Driver::NONE),
vkDriverFallback(Driver::NONE) {}
};
public:
static GraphicsEnv& getInstance();
int getCanLoadSystemLibraries();
// Set a search path for loading graphics drivers. The path is a list of
// directories separated by ':'. A directory can be contained in a zip file
// (drivers must be stored uncompressed and page aligned); such elements
// in the search path must have a '!' after the zip filename, e.g.
// /data/app/com.example.driver/base.apk!/lib/arm64-v8a
void setDriverPath(const std::string path);
android_namespace_t* getDriverNamespace();
void setGpuStats(const std::string& driverPackageName, const std::string& driverVersionName,
uint64_t versionCode, const std::string& driverBuildDate,
const std::string& appPackageName);
void setDriverToLoad(Driver driver);
void setDriverLoaded(Api api, bool isDriverLoaded, int64_t driverLoadingTime);
void clearDriverLoadingInfo(Api api);
void sendGpuStatsLocked(Driver driver, bool isDriverLoaded, int64_t driverLoadingTime);
bool shouldUseAngle(std::string appName);
bool shouldUseAngle();
// Set a search path for loading ANGLE libraries. The path is a list of
// directories separated by ':'. A directory can be contained in a zip file
// (libraries must be stored uncompressed and page aligned); such elements
// in the search path must have a '!' after the zip filename, e.g.
// /system/app/ANGLEPrebuilt/ANGLEPrebuilt.apk!/lib/arm64-v8a
void setAngleInfo(const std::string path, const std::string appName, std::string devOptIn,
const int rulesFd, const long rulesOffset, const long rulesLength);
android_namespace_t* getAngleNamespace();
std::string& getAngleAppName();
void setLayerPaths(NativeLoaderNamespace* appNamespace, const std::string layerPaths);
NativeLoaderNamespace* getAppNamespace();
const std::string& getLayerPaths();
void setDebugLayers(const std::string layers);
void setDebugLayersGLES(const std::string layers);
const std::string& getDebugLayers();
const std::string& getDebugLayersGLES();
private:
enum UseAngle { UNKNOWN, YES, NO };
void* loadLibrary(std::string name);
bool checkAngleRules(void* so);
void updateUseAngle();
GraphicsEnv() = default;
std::string mDriverPath;
std::mutex mStatsLock;
GpuStats mGpuStats;
std::string mAnglePath;
std::string mAngleAppName;
std::string mAngleDeveloperOptIn;
std::vector<char> mRulesBuffer;
UseAngle mUseAngle = UNKNOWN;
std::string mDebugLayers;
std::string mDebugLayersGLES;
std::string mLayerPaths;
std::mutex mNamespaceMutex;
android_namespace_t* mDriverNamespace = nullptr;
android_namespace_t* mAngleNamespace = nullptr;
NativeLoaderNamespace* mAppNamespace = nullptr;
};
} // namespace android
#endif // ANDROID_UI_GRAPHICS_ENV_H