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/*
* Copyright 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 SF_RENDERENGINE_H_
#define SF_RENDERENGINE_H_
#include <android-base/unique_fd.h>
#include <ftl/future.h>
#include <math/mat4.h>
#include <renderengine/DisplaySettings.h>
#include <renderengine/ExternalTexture.h>
#include <renderengine/LayerSettings.h>
#include <stdint.h>
#include <sys/types.h>
#include <ui/FenceResult.h>
#include <ui/GraphicTypes.h>
#include <ui/Transform.h>
#include <future>
#include <memory>
/**
* Allows to override the RenderEngine backend.
*/
#define PROPERTY_DEBUG_RENDERENGINE_BACKEND "debug.renderengine.backend"
/**
* Turns on recording of skia commands in SkiaGL version of the RE. This property
* defines number of milliseconds for the recording to take place. A non zero value
* turns on the recording.
*/
#define PROPERTY_DEBUG_RENDERENGINE_CAPTURE_SKIA_MS "debug.renderengine.capture_skia_ms"
/**
* Set to the most recently saved file once the capture is finished.
*/
#define PROPERTY_DEBUG_RENDERENGINE_CAPTURE_FILENAME "debug.renderengine.capture_filename"
/**
* Allows recording of Skia drawing commands with systrace.
*/
#define PROPERTY_SKIA_ATRACE_ENABLED "debug.renderengine.skia_atrace_enabled"
struct ANativeWindowBuffer;
namespace android {
class Rect;
class Region;
namespace renderengine {
class ExternalTexture;
class Image;
class Mesh;
class Texture;
struct RenderEngineCreationArgs;
namespace threaded {
class RenderEngineThreaded;
}
namespace impl {
class RenderEngine;
class ExternalTexture;
}
enum class Protection {
UNPROTECTED = 1,
PROTECTED = 2,
};
class RenderEngine {
public:
enum class ContextPriority {
LOW = 1,
MEDIUM = 2,
HIGH = 3,
REALTIME = 4,
};
enum class RenderEngineType {
SKIA_GL = 3,
SKIA_GL_THREADED = 4,
SKIA_VK = 5,
SKIA_VK_THREADED = 6,
};
static std::unique_ptr<RenderEngine> create(const RenderEngineCreationArgs& args);
virtual ~RenderEngine() = 0;
// ----- BEGIN DEPRECATED INTERFACE -----
// This interface, while still in use until a suitable replacement is built,
// should be considered deprecated, minus some methods which still may be
// used to support legacy behavior.
virtual std::future<void> primeCache(bool shouldPrimeUltraHDR) = 0;
// dump the extension strings. always call the base class.
virtual void dump(std::string& result) = 0;
// queries that are required to be thread safe
virtual size_t getMaxTextureSize() const = 0;
virtual size_t getMaxViewportDims() const = 0;
// ----- END DEPRECATED INTERFACE -----
// ----- BEGIN NEW INTERFACE -----
// queries that are required to be thread safe
virtual bool supportsProtectedContent() const = 0;
// Notify RenderEngine of changes to the dimensions of the active display
// so that it can configure its internal caches accordingly.
virtual void onActiveDisplaySizeChanged(ui::Size size) = 0;
// Renders layers for a particular display via GPU composition. This method
// should be called for every display that needs to be rendered via the GPU.
// @param display The display-wide settings that should be applied prior to
// drawing any layers.
//
// Assumptions when calling this method:
// 1. There is exactly one caller - i.e. multi-threading is not supported.
// 2. Additional threads may be calling the {bind,cache}ExternalTexture
// methods above. But the main thread is responsible for holding resources
// such that Image destruction does not occur while this method is called.
//
// TODO(b/136806342): This should behavior should ideally be fixed since
// the above two assumptions are brittle, as conditional thread safetyness
// may be insufficient when maximizing rendering performance in the future.
//
// @param layers The layers to draw onto the display, in Z-order.
// @param buffer The buffer which will be drawn to. This buffer will be
// ready once drawFence fires.
// @param bufferFence Fence signalling that the buffer is ready to be drawn
// to.
// @return A future object of FenceResult indicating whether drawing was
// successful in async mode.
virtual ftl::Future<FenceResult> drawLayers(const DisplaySettings& display,
const std::vector<LayerSettings>& layers,
const std::shared_ptr<ExternalTexture>& buffer,
base::unique_fd&& bufferFence);
// Clean-up method that should be called on the main thread after the
// drawFence returned by drawLayers fires. This method will free up
// resources used by the most recently drawn frame. If the frame is still
// being drawn, then the implementation is free to silently ignore this call.
virtual void cleanupPostRender() = 0;
// Returns the priority this context was actually created with. Note: this
// may not be the same as specified at context creation time, due to
// implementation limits on the number of contexts that can be created at a
// specific priority level in the system.
//
// This should return a valid EGL context priority enum as described by
// https://registry.khronos.org/EGL/extensions/IMG/EGL_IMG_context_priority.txt
// or
// https://registry.khronos.org/EGL/extensions/NV/EGL_NV_context_priority_realtime.txt
virtual int getContextPriority() = 0;
// Returns true if blur was requested in the RenderEngineCreationArgs and the implementation
// also supports background blur. If false, no blur will be applied when drawing layers. This
// query is required to be thread safe.
virtual bool supportsBackgroundBlur() = 0;
// Returns the current type of RenderEngine instance that was created.
// TODO(b/180767535): This is only implemented to allow for backend-specific behavior, which
// we should not allow in general, so remove this.
RenderEngineType getRenderEngineType() const { return mRenderEngineType; }
static void validateInputBufferUsage(const sp<GraphicBuffer>&);
static void validateOutputBufferUsage(const sp<GraphicBuffer>&);
// Allows flinger to get the render engine thread id for power management with ADPF
// Returns the tid of the renderengine thread if it's threaded, and std::nullopt otherwise
virtual std::optional<pid_t> getRenderEngineTid() const { return std::nullopt; }
virtual void setEnableTracing(bool /*tracingEnabled*/) {}
protected:
RenderEngine() : RenderEngine(RenderEngineType::SKIA_GL) {}
RenderEngine(RenderEngineType type) : mRenderEngineType(type) {}
// Maps GPU resources for this buffer.
// Note that work may be deferred to an additional thread, i.e. this call
// is made asynchronously, but the caller can expect that map/unmap calls
// are performed in a manner that's conflict serializable, i.e. unmapping
// a buffer should never occur before binding the buffer if the caller
// called mapExternalTextureBuffer before calling unmap.
// Note also that if the buffer contains protected content, then mapping those GPU resources may
// be deferred until the buffer is really used for drawing. This is because typical SoCs that
// support protected memory only support a limited amount, so optimisitically mapping protected
// memory may be too burdensome. If a buffer contains protected content and the RenderEngine
// implementation supports protected context, then GPU resources may be mapped into both the
// protected and unprotected contexts.
// If the buffer may ever be written to by RenderEngine, then isRenderable must be true.
virtual void mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer, bool isRenderable) = 0;
// Unmaps GPU resources used by this buffer. This method should be
// invoked when the caller will no longer hold a reference to a GraphicBuffer
// and needs to clean up its resources.
// Note that if there are multiple callers holding onto the same buffer, then the buffer's
// resources may be internally ref-counted to guard against use-after-free errors. Note that
// work may be deferred to an additional thread, i.e. this call is expected to be made
// asynchronously, but the caller can expect that map/unmap calls are performed in a manner
// that's conflict serializable, i.e. unmap a buffer should never occur before binding the
// buffer if the caller called mapExternalTextureBuffer before calling unmap.
virtual void unmapExternalTextureBuffer(sp<GraphicBuffer>&& buffer) = 0;
// A thread safe query to determine if any post rendering cleanup is necessary. Returning true
// is a signal that calling the postRenderCleanup method would be a no-op and that callers can
// avoid any thread synchronization that may be required by directly calling postRenderCleanup.
virtual bool canSkipPostRenderCleanup() const = 0;
friend class impl::ExternalTexture;
friend class threaded::RenderEngineThreaded;
friend class RenderEngineTest_cleanupPostRender_cleansUpOnce_Test;
const RenderEngineType mRenderEngineType;
// Update protectedContext mode depending on whether or not any layer has a protected buffer.
void updateProtectedContext(const std::vector<LayerSettings>&,
const std::shared_ptr<ExternalTexture>&);
// Attempt to switch RenderEngine into and out of protectedContext mode
virtual void useProtectedContext(bool useProtectedContext) = 0;
virtual void drawLayersInternal(
const std::shared_ptr<std::promise<FenceResult>>&& resultPromise,
const DisplaySettings& display, const std::vector<LayerSettings>& layers,
const std::shared_ptr<ExternalTexture>& buffer, base::unique_fd&& bufferFence) = 0;
};
struct RenderEngineCreationArgs {
int pixelFormat;
uint32_t imageCacheSize;
bool useColorManagement;
bool enableProtectedContext;
bool precacheToneMapperShaderOnly;
bool supportsBackgroundBlur;
RenderEngine::ContextPriority contextPriority;
RenderEngine::RenderEngineType renderEngineType;
struct Builder;
private:
// must be created by Builder via constructor with full argument list
RenderEngineCreationArgs(int _pixelFormat, uint32_t _imageCacheSize,
bool _enableProtectedContext, bool _precacheToneMapperShaderOnly,
bool _supportsBackgroundBlur,
RenderEngine::ContextPriority _contextPriority,
RenderEngine::RenderEngineType _renderEngineType)
: pixelFormat(_pixelFormat),
imageCacheSize(_imageCacheSize),
enableProtectedContext(_enableProtectedContext),
precacheToneMapperShaderOnly(_precacheToneMapperShaderOnly),
supportsBackgroundBlur(_supportsBackgroundBlur),
contextPriority(_contextPriority),
renderEngineType(_renderEngineType) {}
RenderEngineCreationArgs() = delete;
};
struct RenderEngineCreationArgs::Builder {
Builder() {}
Builder& setPixelFormat(int pixelFormat) {
this->pixelFormat = pixelFormat;
return *this;
}
Builder& setImageCacheSize(uint32_t imageCacheSize) {
this->imageCacheSize = imageCacheSize;
return *this;
}
Builder& setEnableProtectedContext(bool enableProtectedContext) {
this->enableProtectedContext = enableProtectedContext;
return *this;
}
Builder& setPrecacheToneMapperShaderOnly(bool precacheToneMapperShaderOnly) {
this->precacheToneMapperShaderOnly = precacheToneMapperShaderOnly;
return *this;
}
Builder& setSupportsBackgroundBlur(bool supportsBackgroundBlur) {
this->supportsBackgroundBlur = supportsBackgroundBlur;
return *this;
}
Builder& setContextPriority(RenderEngine::ContextPriority contextPriority) {
this->contextPriority = contextPriority;
return *this;
}
Builder& setRenderEngineType(RenderEngine::RenderEngineType renderEngineType) {
this->renderEngineType = renderEngineType;
return *this;
}
RenderEngineCreationArgs build() const {
return RenderEngineCreationArgs(pixelFormat, imageCacheSize, enableProtectedContext,
precacheToneMapperShaderOnly, supportsBackgroundBlur,
contextPriority, renderEngineType);
}
private:
// 1 means RGBA_8888
int pixelFormat = 1;
uint32_t imageCacheSize = 0;
bool enableProtectedContext = false;
bool precacheToneMapperShaderOnly = false;
bool supportsBackgroundBlur = false;
RenderEngine::ContextPriority contextPriority = RenderEngine::ContextPriority::MEDIUM;
RenderEngine::RenderEngineType renderEngineType =
RenderEngine::RenderEngineType::SKIA_GL_THREADED;
};
} // namespace renderengine
} // namespace android
#endif /* SF_RENDERENGINE_H_ */