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/*
* Copyright (C) 2018 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.
*/
package android.graphics;
import android.annotation.FloatRange;
import android.annotation.IntDef;
import android.annotation.NonNull;
import android.annotation.Nullable;
import android.app.Activity;
import android.app.ActivityManager;
import android.os.IBinder;
import android.os.ParcelFileDescriptor;
import android.os.RemoteException;
import android.os.ServiceManager;
import android.util.Log;
import android.util.TimeUtils;
import android.view.IGraphicsStats;
import android.view.IGraphicsStatsCallback;
import android.view.NativeVectorDrawableAnimator;
import android.view.PixelCopy;
import android.view.Surface;
import android.view.SurfaceHolder;
import android.view.TextureLayer;
import android.view.animation.AnimationUtils;
import java.io.File;
import java.io.FileDescriptor;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.util.concurrent.Executor;
import sun.misc.Cleaner;
/**
* <p>Creates an instance of a hardware-accelerated renderer. This is used to render a scene built
* from {@link RenderNode}'s to an output {@link android.view.Surface}. There can be as many
* HardwareRenderer instances as desired.</p>
*
* <h3>Resources & lifecycle</h3>
*
* <p>All HardwareRenderer instances share a common render thread. The render thread contains
* the GPU context & resources necessary to do GPU-accelerated rendering. As such, the first
* HardwareRenderer created comes with the cost of also creating the associated GPU contexts,
* however each incremental HardwareRenderer thereafter is fairly cheap. The expected usage
* is to have a HardwareRenderer instance for every active {@link Surface}. For example
* when an Activity shows a Dialog the system internally will use 2 hardware renderers, both
* of which may be drawing at the same time.</p>
*
* <p>NOTE: Due to the shared, cooperative nature of the render thread it is critical that
* any {@link Surface} used must have a prompt, reliable consuming side. System-provided
* consumers such as {@link android.view.SurfaceView},
* {@link android.view.Window#takeSurface(SurfaceHolder.Callback2)},
* or {@link android.view.TextureView} all fit this requirement. However if custom consumers
* are used such as when using {@link SurfaceTexture} or {@link android.media.ImageReader}
* it is the app's responsibility to ensure that they consume updates promptly and rapidly.
* Failure to do so will cause the render thread to stall on that surface, blocking all
* HardwareRenderer instances.</p>
*/
public class HardwareRenderer {
private static final String LOG_TAG = "HardwareRenderer";
// Keep in sync with DrawFrameTask.h SYNC_* flags
/**
* Nothing interesting to report. Sync & draw kicked off
*/
public static final int SYNC_OK = 0;
/**
* The renderer is requesting a redraw. This can occur if there's an animation that's running
* in the RenderNode tree and the hardware renderer is unable to self-animate.
*
* <p>If this is returned from syncAndDraw the expectation is that syncAndDraw
* will be called again on the next vsync signal.
*/
public static final int SYNC_REDRAW_REQUESTED = 1 << 0;
/**
* The hardware renderer no longer has a valid {@link android.view.Surface} to render to.
* This can happen if {@link Surface#release()} was called. The user should no longer
* attempt to call syncAndDraw until a new surface has been provided by calling
* setSurface.
*
* <p>Spoiler: the reward is GPU-accelerated drawing, better find that Surface!
*/
public static final int SYNC_LOST_SURFACE_REWARD_IF_FOUND = 1 << 1;
/**
* The hardware renderer has been set to a "stopped" state. If this is returned then the
* rendering content has been synced, however a frame was not produced.
*/
public static final int SYNC_CONTEXT_IS_STOPPED = 1 << 2;
/**
* The content was synced but the renderer has declined to produce a frame in this vsync
* interval. This can happen if a frame was already drawn in this vsync or if the renderer
* is outrunning the frame consumer. The renderer will internally re-schedule itself
* to render a frame in the next vsync signal, so the caller does not need to do anything
* in response to this signal.
*/
public static final int SYNC_FRAME_DROPPED = 1 << 3;
/** @hide */
@IntDef(value = {
SYNC_OK, SYNC_REDRAW_REQUESTED, SYNC_LOST_SURFACE_REWARD_IF_FOUND,
SYNC_CONTEXT_IS_STOPPED, SYNC_FRAME_DROPPED})
@Retention(RetentionPolicy.SOURCE)
public @interface SyncAndDrawResult {
}
/** @hide */
public static final int FLAG_DUMP_FRAMESTATS = 1 << 0;
/** @hide */
public static final int FLAG_DUMP_RESET = 1 << 1;
/** @hide */
public static final int FLAG_DUMP_ALL = FLAG_DUMP_FRAMESTATS;
/** @hide */
@IntDef(flag = true, prefix = {"FLAG_DUMP_"}, value = {
FLAG_DUMP_FRAMESTATS,
FLAG_DUMP_RESET
})
@Retention(RetentionPolicy.SOURCE)
public @interface DumpFlags {
}
/**
* Name of the file that holds the shaders cache.
*/
private static final String CACHE_PATH_SHADERS = "com.android.opengl.shaders_cache";
private static final String CACHE_PATH_SKIASHADERS = "com.android.skia.shaders_cache";
private final long mNativeProxy;
/** @hide */
protected RenderNode mRootNode;
private boolean mOpaque = true;
private boolean mForceDark = false;
private boolean mIsWideGamut = false;
/**
* Creates a new instance of a HardwareRenderer. The HardwareRenderer will default
* to opaque with no light source configured.
*/
public HardwareRenderer() {
mRootNode = RenderNode.adopt(nCreateRootRenderNode());
mRootNode.setClipToBounds(false);
mNativeProxy = nCreateProxy(!mOpaque, mIsWideGamut, mRootNode.mNativeRenderNode);
if (mNativeProxy == 0) {
throw new OutOfMemoryError("Unable to create hardware renderer");
}
Cleaner.create(this, new DestroyContextRunnable(mNativeProxy));
ProcessInitializer.sInstance.init(mNativeProxy);
}
/**
* Destroys the rendering context of this HardwareRenderer. This destroys the resources
* associated with this renderer and releases the currently set {@link Surface}. This must
* be called when this HardwareRenderer is no longer needed.
*
* <p>The renderer may be restored from this state by setting a new {@link Surface}, setting
* new rendering content with {@link #setContentRoot(RenderNode)}, and resuming
* rendering by issuing a new {@link FrameRenderRequest}.
*
* <p>It is recommended to call this in response to callbacks such as
* {@link android.view.SurfaceHolder.Callback#surfaceDestroyed(SurfaceHolder)}.
*
* <p>Note that if there are any outstanding frame commit callbacks they may never being
* invoked if the frame was deferred to a later vsync.
*/
public void destroy() {
nDestroy(mNativeProxy, mRootNode.mNativeRenderNode);
}
/**
* Sets a name for this renderer. This is used to identify this renderer instance
* when reporting debug information such as the per-window frame time metrics
* reported by 'adb shell dumpsys gfxinfo [package] framestats'
*
* @param name The debug name to use for this HardwareRenderer instance
*/
public void setName(@NonNull String name) {
nSetName(mNativeProxy, name);
}
/**
* Sets the center of the light source. The light source point controls the directionality
* and shape of shadows rendered by RenderNode Z & elevation.
*
* <p>The platform's recommendation is to set lightX to 'displayWidth / 2f - windowLeft', set
* lightY to 0 - windowTop, lightZ set to 600dp, and lightRadius to 800dp.
*
* <p>The light source should be setup both as part of initial configuration, and whenever
* the window moves to ensure the light source stays anchored in display space instead
* of in window space.
*
* <p>This must be set at least once along with {@link #setLightSourceAlpha(float, float)}
* before shadows will work.
*
* @param lightX The X position of the light source
* @param lightY The Y position of the light source
* @param lightZ The Z position of the light source. Must be >= 0.
* @param lightRadius The radius of the light source. Smaller radius will have sharper edges,
* larger radius will have softer shadows.
*/
public void setLightSourceGeometry(float lightX, float lightY, float lightZ,
float lightRadius) {
validateFinite(lightX, "lightX");
validateFinite(lightY, "lightY");
validatePositive(lightZ, "lightZ");
validatePositive(lightRadius, "lightRadius");
nSetLightGeometry(mNativeProxy, lightX, lightY, lightZ, lightRadius);
}
/**
* Configures the ambient & spot shadow alphas. This is the alpha used when the shadow
* has max alpha, and ramps down from the values provided to zero.
*
* <p>These values are typically provided by the current theme, see
* {@link android.R.attr#spotShadowAlpha} and {@link android.R.attr#ambientShadowAlpha}.
*
* <p>This must be set at least once along with
* {@link #setLightSourceGeometry(float, float, float, float)} before shadows will work.
*
* @param ambientShadowAlpha The alpha for the ambient shadow. If unsure, a reasonable default
* is 0.039f.
* @param spotShadowAlpha The alpha for the spot shadow. If unsure, a reasonable default is
* 0.19f.
*/
public void setLightSourceAlpha(@FloatRange(from = 0.0f, to = 1.0f) float ambientShadowAlpha,
@FloatRange(from = 0.0f, to = 1.0f) float spotShadowAlpha) {
validateAlpha(ambientShadowAlpha, "ambientShadowAlpha");
validateAlpha(spotShadowAlpha, "spotShadowAlpha");
nSetLightAlpha(mNativeProxy, ambientShadowAlpha, spotShadowAlpha);
}
/**
* Sets the content root to render. It is not necessary to call this whenever the content
* recording changes. Any mutations to the RenderNode content, or any of the RenderNode's
* contained within the content node, will be applied whenever a new {@link FrameRenderRequest}
* is issued via {@link #createRenderRequest()} and {@link FrameRenderRequest#syncAndDraw()}.
*
* @param content The content to set as the root RenderNode. If null the content root is removed
* and the renderer will draw nothing.
*/
public void setContentRoot(@Nullable RenderNode content) {
RecordingCanvas canvas = mRootNode.beginRecording();
if (content != null) {
canvas.drawRenderNode(content);
}
mRootNode.endRecording();
}
/**
* <p>The surface to render into. The surface is assumed to be associated with the display and
* as such is still driven by vsync signals such as those from
* {@link android.view.Choreographer} and that it has a native refresh rate matching that of
* the display's (typically 60hz).</p>
*
* <p>NOTE: Due to the shared, cooperative nature of the render thread it is critical that
* any {@link Surface} used must have a prompt, reliable consuming side. System-provided
* consumers such as {@link android.view.SurfaceView},
* {@link android.view.Window#takeSurface(SurfaceHolder.Callback2)},
* or {@link android.view.TextureView} all fit this requirement. However if custom consumers
* are used such as when using {@link SurfaceTexture} or {@link android.media.ImageReader}
* it is the app's responsibility to ensure that they consume updates promptly and rapidly.
* Failure to do so will cause the render thread to stall on that surface, blocking all
* HardwareRenderer instances.</p>
*
* @param surface The surface to render into. If null then rendering will be stopped. If
* non-null then {@link Surface#isValid()} must be true.
*/
public void setSurface(@Nullable Surface surface) {
setSurface(surface, false);
}
/**
* See {@link #setSurface(Surface)}
*
* @hide
* @param discardBuffer determines whether the surface will attempt to preserve its contents
* between frames. If set to true the renderer will attempt to preserve
* the contents of the buffer between frames if the implementation allows
* it. If set to false no attempt will be made to preserve the buffer's
* contents between frames.
*/
public void setSurface(@Nullable Surface surface, boolean discardBuffer) {
if (surface != null && !surface.isValid()) {
throw new IllegalArgumentException("Surface is invalid. surface.isValid() == false.");
}
nSetSurface(mNativeProxy, surface, discardBuffer);
}
/**
* Sets the parameters that can be used to control a render request for a
* {@link HardwareRenderer}. This is not thread-safe and must not be held on to for longer
* than a single frame request.
*/
public final class FrameRenderRequest {
private FrameInfo mFrameInfo = new FrameInfo();
private boolean mWaitForPresent;
private FrameRenderRequest() { }
private void reset() {
mWaitForPresent = false;
// Default to the animation time which, if choreographer is in play, will default to the
// current vsync time. Otherwise it will be 'now'.
mRenderRequest.setVsyncTime(
AnimationUtils.currentAnimationTimeMillis() * TimeUtils.NANOS_PER_MS);
}
/** @hide */
public void setFrameInfo(FrameInfo info) {
System.arraycopy(info.frameInfo, 0, mFrameInfo.frameInfo, 0, info.frameInfo.length);
}
/**
* Sets the vsync time that represents the start point of this frame. Typically this
* comes from {@link android.view.Choreographer.FrameCallback}. Other compatible time
* sources include {@link System#nanoTime()}, however if the result is being displayed
* on-screen then using {@link android.view.Choreographer} is strongly recommended to
* ensure smooth animations.
*
* <p>If the clock source is not from a CLOCK_MONOTONIC source then any animations driven
* directly by RenderThread will not be synchronized properly with the current frame.
*
* @param vsyncTime The vsync timestamp for this frame. The timestamp is in nanoseconds
* and should come from a CLOCK_MONOTONIC source.
*
* @return this instance
*/
public @NonNull FrameRenderRequest setVsyncTime(long vsyncTime) {
mFrameInfo.setVsync(vsyncTime, vsyncTime);
mFrameInfo.addFlags(FrameInfo.FLAG_SURFACE_CANVAS);
return this;
}
/**
* Adds a frame commit callback. This callback will be invoked when the current rendering
* content has been rendered into a frame and submitted to the swap chain. The frame may
* not currently be visible on the display when this is invoked, but it has been submitted.
* This callback is useful in combination with {@link PixelCopy} to capture the current
* rendered content of the UI reliably.
*
* @param executor The executor to run the callback on. It is strongly recommended that
* this executor post to a different thread, as the calling thread is
* highly sensitive to being blocked.
* @param frameCommitCallback The callback to invoke when the frame content has been drawn.
* Will be invoked on the given {@link Executor}.
*
* @return this instance
*/
public @NonNull FrameRenderRequest setFrameCommitCallback(@NonNull Executor executor,
@NonNull Runnable frameCommitCallback) {
setFrameCompleteCallback(frameNr -> executor.execute(frameCommitCallback));
return this;
}
/**
* Sets whether or not {@link #syncAndDraw()} should block until the frame has been
* presented. If this is true and {@link #syncAndDraw()} does not return
* {@link #SYNC_FRAME_DROPPED} or an error then when {@link #syncAndDraw()} has returned
* the frame has been submitted to the {@link Surface}. The default and typically
* recommended value is false, as blocking for present will prevent pipelining from
* happening, reducing overall throughput. This is useful for situations such as
* {@link SurfaceHolder.Callback2#surfaceRedrawNeeded(SurfaceHolder)} where it is desired
* to block until a frame has been presented to ensure first-frame consistency with
* other Surfaces.
*
* @param shouldWait If true the next call to {@link #syncAndDraw()} will block until
* completion.
* @return this instance
*/
public @NonNull FrameRenderRequest setWaitForPresent(boolean shouldWait) {
mWaitForPresent = shouldWait;
return this;
}
/**
* Syncs the RenderNode tree to the render thread and requests a frame to be drawn. This
* {@link FrameRenderRequest} instance should no longer be used after calling this method.
* The system internally may reuse instances of {@link FrameRenderRequest} to reduce
* allocation churn.
*
* @return The result of the sync operation.
*/
@SyncAndDrawResult
public int syncAndDraw() {
int syncResult = syncAndDrawFrame(mFrameInfo);
if (mWaitForPresent && (syncResult & SYNC_FRAME_DROPPED) == 0) {
fence();
}
return syncResult;
}
}
private FrameRenderRequest mRenderRequest = new FrameRenderRequest();
/**
* Returns a {@link FrameRenderRequest} that can be used to render a new frame. This is used
* to synchronize the RenderNode content provided by {@link #setContentRoot(RenderNode)} with
* the RenderThread and then renders a single frame to the Surface set with
* {@link #setSurface(Surface)}.
*
* @return An instance of {@link FrameRenderRequest}. The instance may be reused for every
* frame, so the caller should not hold onto it for longer than a single render request.
*/
public @NonNull FrameRenderRequest createRenderRequest() {
mRenderRequest.reset();
return mRenderRequest;
}
/**
* Syncs the RenderNode tree to the render thread and requests a frame to be drawn.
*
* @hide
*/
@SyncAndDrawResult
public int syncAndDrawFrame(@NonNull FrameInfo frameInfo) {
return nSyncAndDrawFrame(mNativeProxy, frameInfo.frameInfo, frameInfo.frameInfo.length);
}
/**
* Suspends any current rendering into the surface but do not do any destruction. This
* is useful to temporarily suspend using the active Surface in order to do any Surface
* mutations necessary.
*
* <p>Any subsequent draws will override the pause, resuming normal operation.
*
* @return true if there was an outstanding render request, false otherwise. If this is true
* the caller should ensure that {@link #createRenderRequest()}
* and {@link FrameRenderRequest#syncAndDraw()} is called at the soonest
* possible time to resume normal operation.
*
* TODO Should this be exposed? ViewRootImpl needs it because it destroys the old
* Surface before getting a new one. However things like SurfaceView will ensure that
* the old surface remains un-destroyed until after a new frame has been produced with
* the new surface.
* @hide
*/
public boolean pause() {
return nPause(mNativeProxy);
}
/**
* Hard stops rendering into the surface. If the renderer is stopped it will
* block any attempt to render. Calls to {@link FrameRenderRequest#syncAndDraw()} will
* still sync over the latest rendering content, however they will not render and instead
* {@link #SYNC_CONTEXT_IS_STOPPED} will be returned.
*
* <p>If false is passed then rendering will resume as normal. Any pending rendering requests
* will produce a new frame at the next vsync signal.
*
* <p>This is useful in combination with lifecycle events such as {@link Activity#onStop()}
* and {@link Activity#onStart()}.
*
* @param stopped true to stop all rendering, false to resume
* @hide
*/
public void setStopped(boolean stopped) {
nSetStopped(mNativeProxy, stopped);
}
/**
* Hard stops rendering into the surface. If the renderer is stopped it will
* block any attempt to render. Calls to {@link FrameRenderRequest#syncAndDraw()} will
* still sync over the latest rendering content, however they will not render and instead
* {@link #SYNC_CONTEXT_IS_STOPPED} will be returned.
*
* <p>This is useful in combination with lifecycle events such as {@link Activity#onStop()}.
* See {@link #start()} for resuming rendering.
*/
public void stop() {
nSetStopped(mNativeProxy, true);
}
/**
* Resumes rendering into the surface. Any pending rendering requests
* will produce a new frame at the next vsync signal.
*
* <p>This is useful in combination with lifecycle events such as {@link Activity#onStart()}.
* See {@link #stop()} for stopping rendering.
*/
public void start() {
nSetStopped(mNativeProxy, false);
}
/**
* Destroys all the display lists associated with the current rendering content.
* This includes releasing a reference to the current content root RenderNode. It will
* therefore be necessary to call {@link #setContentRoot(RenderNode)} in order to resume
* rendering after calling this, along with re-recording the display lists for the
* RenderNode tree.
*
* <p>It is recommended, but not necessary, to use this in combination with lifecycle events
* such as {@link Activity#onStop()} and {@link Activity#onStart()} or in response to
* {@link android.content.ComponentCallbacks2#onTrimMemory(int)} signals such as
* {@link android.content.ComponentCallbacks2#TRIM_MEMORY_UI_HIDDEN}
*
* See also {@link #stop()}.
*/
public void clearContent() {
nDestroyHardwareResources(mNativeProxy);
}
/**
* Whether or not the force-dark feature should be used for this renderer.
* @hide
*/
public boolean setForceDark(boolean enable) {
if (mForceDark != enable) {
mForceDark = enable;
nSetForceDark(mNativeProxy, enable);
return true;
}
return false;
}
/**
* Allocate buffers ahead of time to avoid allocation delays during rendering.
*
* <p>Typically a Surface will allocate buffers lazily. This is usually fine and reduces the
* memory usage of Surfaces that render rarely or never hit triple buffering. However
* for UI it can result in a slight bit of jank on first launch. This hint will
* tell the HardwareRenderer that now is a good time to allocate the 3 buffers
* necessary for typical rendering.
*
* <p>Must be called after a {@link Surface} has been set.
*
* TODO: Figure out if we even need/want this. Should HWUI just be doing this in response
* to setSurface anyway? Vulkan swapchain makes this murky, so delay making it public
* @hide
*/
public void allocateBuffers() {
nAllocateBuffers(mNativeProxy);
}
/**
* Notifies the hardware renderer that a call to {@link FrameRenderRequest#syncAndDraw()} will
* be coming soon. This is used to help schedule when RenderThread-driven animations will
* happen as the renderer wants to avoid producing more than one frame per vsync signal.
*/
public void notifyFramePending() {
nNotifyFramePending(mNativeProxy);
}
/**
* Change the HardwareRenderer's opacity. Will take effect on the next frame produced.
*
* <p>If the renderer is set to opaque it is the app's responsibility to ensure that the
* content renders to every pixel of the Surface, otherwise corruption may result. Note that
* this includes ensuring that the first draw of any given pixel does not attempt to blend
* against the destination. If this is false then the hardware renderer will clear to
* transparent at the start of every frame.
*
* @param opaque true if the content rendered is opaque, false if the renderer should clear
* to transparent before rendering
*/
public void setOpaque(boolean opaque) {
if (mOpaque != opaque) {
mOpaque = opaque;
nSetOpaque(mNativeProxy, mOpaque);
}
}
/**
* Whether or not the renderer is set to be opaque. See {@link #setOpaque(boolean)}
*
* @return true if the renderer is opaque, false otherwise
*/
public boolean isOpaque() {
return mOpaque;
}
/** @hide */
public void setFrameCompleteCallback(FrameCompleteCallback callback) {
nSetFrameCompleteCallback(mNativeProxy, callback);
}
/**
* TODO: Public API this?
*
* @hide
*/
public void addObserver(HardwareRendererObserver observer) {
nAddObserver(mNativeProxy, observer.getNativeInstance());
}
/**
* TODO: Public API this?
*
* @hide
*/
public void removeObserver(HardwareRendererObserver observer) {
nRemoveObserver(mNativeProxy, observer.getNativeInstance());
}
/**
* Enable/disable wide gamut rendering on this renderer. Whether or not the actual rendering
* will be wide gamut depends on the hardware support for such rendering.
*
* @param wideGamut true if this renderer should render in wide gamut, false if it should
* render in sRGB
* TODO: Figure out color...
* @hide
*/
public void setWideGamut(boolean wideGamut) {
mIsWideGamut = wideGamut;
nSetWideGamut(mNativeProxy, wideGamut);
}
/**
* Blocks until all previously queued work has completed.
*
* TODO: Only used for draw finished listeners, but the FrameCompleteCallback does that
* better
*
* @hide
*/
public void fence() {
nFence(mNativeProxy);
}
/** @hide */
public void registerAnimatingRenderNode(RenderNode animator) {
nRegisterAnimatingRenderNode(mRootNode.mNativeRenderNode, animator.mNativeRenderNode);
}
/** @hide */
public void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator) {
nRegisterVectorDrawableAnimator(mRootNode.mNativeRenderNode,
animator.getAnimatorNativePtr());
}
/**
* Prevents any further drawing until {@link FrameRenderRequest#syncAndDraw()} is called.
* This is a signal that the contents of the RenderNode tree are no longer safe to play back.
* In practice this usually means that there are Functor pointers in the
* display list that are no longer valid.
*
* TODO: Can we get webview off of this?
*
* @hide
*/
public void stopDrawing() {
nStopDrawing(mNativeProxy);
}
/**
* Creates a new hardware layer. A hardware layer built by calling this
* method will be treated as a texture layer, instead of as a render target.
*
* @return A hardware layer
* @hide
*/
public TextureLayer createTextureLayer() {
long layer = nCreateTextureLayer(mNativeProxy);
return TextureLayer.adoptTextureLayer(this, layer);
}
/**
* Detaches the layer's surface texture from the GL context and releases
* the texture id
*
* @hide
*/
public void detachSurfaceTexture(long hardwareLayer) {
nDetachSurfaceTexture(mNativeProxy, hardwareLayer);
}
/** @hide */
public void buildLayer(RenderNode node) {
if (node.hasDisplayList()) {
nBuildLayer(mNativeProxy, node.mNativeRenderNode);
}
}
/** @hide */
public boolean copyLayerInto(final TextureLayer layer, final Bitmap bitmap) {
return nCopyLayerInto(mNativeProxy, layer.getDeferredLayerUpdater(),
bitmap.getNativeInstance());
}
/**
* Indicates that the specified hardware layer needs to be updated
* as soon as possible.
*
* @param layer The hardware layer that needs an update
* @hide
*/
public void pushLayerUpdate(TextureLayer layer) {
nPushLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
}
/**
* Tells the HardwareRenderer that the layer is destroyed. The renderer
* should remove the layer from any update queues.
*
* @hide
*/
public void onLayerDestroyed(TextureLayer layer) {
nCancelLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
}
/** @hide */
public void setFrameCallback(FrameDrawingCallback callback) {
nSetFrameCallback(mNativeProxy, callback);
}
/**
* Adds a rendernode to the renderer which can be drawn and changed asynchronously to the
* rendernode of the UI thread.
*
* @param node The node to add.
* @param placeFront If true, the render node will be placed in front of the content node,
* otherwise behind the content node.
* @hide
*/
public void addRenderNode(RenderNode node, boolean placeFront) {
nAddRenderNode(mNativeProxy, node.mNativeRenderNode, placeFront);
}
/**
* Only especially added render nodes can be removed.
*
* @param node The node which was added via addRenderNode which should get removed again.
* @hide
*/
public void removeRenderNode(RenderNode node) {
nRemoveRenderNode(mNativeProxy, node.mNativeRenderNode);
}
/**
* Draws a particular render node. If the node is not the content node, only the additional
* nodes will get drawn and the content remains untouched.
*
* @param node The node to be drawn.
* @hide
*/
public void drawRenderNode(RenderNode node) {
nDrawRenderNode(mNativeProxy, node.mNativeRenderNode);
}
/**
* Loads system properties used by the renderer. This method is invoked
* whenever system properties are modified. Implementations can use this
* to trigger live updates of the renderer based on properties.
*
* @return True if a property has changed.
* @hide
*/
public boolean loadSystemProperties() {
return nLoadSystemProperties(mNativeProxy);
}
/**
* @hide
*/
public void dumpProfileInfo(FileDescriptor fd, @DumpFlags int dumpFlags) {
nDumpProfileInfo(mNativeProxy, fd, dumpFlags);
}
/**
* To avoid unnecessary overdrawing of the main content all additionally passed render nodes
* will be prevented to overdraw this area. It will be synchronized with the draw call.
* This should be updated in the content view's draw call.
*
* @param left The left side of the protected bounds.
* @param top The top side of the protected bounds.
* @param right The right side of the protected bounds.
* @param bottom The bottom side of the protected bounds.
* @hide
*/
public void setContentDrawBounds(int left, int top, int right, int bottom) {
nSetContentDrawBounds(mNativeProxy, left, top, right, bottom);
}
/** @hide */
public void setPictureCaptureCallback(@Nullable PictureCapturedCallback callback) {
nSetPictureCaptureCallback(mNativeProxy, callback);
}
/** @hide */
public boolean isWideGamut() {
return mIsWideGamut;
}
/** called by native */
static void invokePictureCapturedCallback(long picturePtr, PictureCapturedCallback callback) {
Picture picture = new Picture(picturePtr);
callback.onPictureCaptured(picture);
}
/**
* Interface used to receive callbacks when a frame is being drawn.
*
* @hide
*/
public interface FrameDrawingCallback {
/**
* Invoked during a frame drawing.
*
* @param frame The id of the frame being drawn.
*/
void onFrameDraw(long frame);
}
/**
* Interface used to be notified when a frame has finished rendering
*
* @hide
*/
public interface FrameCompleteCallback {
/**
* Invoked after a frame draw
*
* @param frameNr The id of the frame that was drawn.
*/
void onFrameComplete(long frameNr);
}
/**
* Interface for listening to picture captures
* @hide
*/
public interface PictureCapturedCallback {
/** @hide */
void onPictureCaptured(Picture picture);
}
private static void validateAlpha(float alpha, String argumentName) {
if (!(alpha >= 0.0f && alpha <= 1.0f)) {
throw new IllegalArgumentException(argumentName + " must be a valid alpha, "
+ alpha + " is not in the range of 0.0f to 1.0f");
}
}
private static void validatePositive(float f, String argumentName) {
if (!(Float.isFinite(f) && f >= 0.0f)) {
throw new IllegalArgumentException(argumentName
+ " must be a finite positive, given=" + f);
}
}
private static void validateFinite(float f, String argumentName) {
if (!Float.isFinite(f)) {
throw new IllegalArgumentException(argumentName + " must be finite, given=" + f);
}
}
/** @hide */
public static void invokeFunctor(long functor, boolean waitForCompletion) {
nInvokeFunctor(functor, waitForCompletion);
}
/**
* b/68769804: For low FPS experiments.
*
* @hide
*/
public static void setFPSDivisor(int divisor) {
nHackySetRTAnimationsEnabled(divisor <= 1);
}
/**
* Changes the OpenGL context priority if IMG_context_priority extension is available. Must be
* called before any OpenGL context is created.
*
* @param priority The priority to use. Must be one of EGL_CONTEXT_PRIORITY_* values.
* @hide
*/
public static void setContextPriority(int priority) {
nSetContextPriority(priority);
}
/**
* Sets whether or not high contrast text rendering is enabled. The setting is global
* but only affects content rendered after the change is made.
*
* @hide
*/
public static void setHighContrastText(boolean highContrastText) {
nSetHighContrastText(highContrastText);
}
/**
* If set RenderThread will avoid doing any IPC using instead a fake vsync & DisplayInfo source
*
* @hide
*/
public static void setIsolatedProcess(boolean isIsolated) {
nSetIsolatedProcess(isIsolated);
}
/**
* If set extra graphics debugging abilities will be enabled such as dumping skp
*
* @hide
*/
public static void setDebuggingEnabled(boolean enable) {
nSetDebuggingEnabled(enable);
}
/** @hide */
public static int copySurfaceInto(Surface surface, Rect srcRect, Bitmap bitmap) {
if (srcRect == null) {
// Empty rect means entire surface
return nCopySurfaceInto(surface, 0, 0, 0, 0, bitmap.getNativeInstance());
} else {
return nCopySurfaceInto(surface, srcRect.left, srcRect.top,
srcRect.right, srcRect.bottom, bitmap.getNativeInstance());
}
}
/**
* Creates a {@link android.graphics.Bitmap.Config#HARDWARE} bitmap from the given
* RenderNode. Note that the RenderNode should be created as a root node (so x/y of 0,0), and
* not the RenderNode from a View.
*
* @hide
**/
public static Bitmap createHardwareBitmap(RenderNode node, int width, int height) {
return nCreateHardwareBitmap(node.mNativeRenderNode, width, height);
}
/**
* Invoke this method when the system is running out of memory. This
* method will attempt to recover as much memory as possible, based on
* the specified hint.
*
* @param level Hint about the amount of memory that should be trimmed,
* see {@link android.content.ComponentCallbacks}
* @hide
*/
public static void trimMemory(int level) {
nTrimMemory(level);
}
/** @hide */
public static void overrideProperty(@NonNull String name, @NonNull String value) {
if (name == null || value == null) {
throw new IllegalArgumentException("name and value must be non-null");
}
nOverrideProperty(name, value);
}
/**
* Sets the directory to use as a persistent storage for threaded rendering
* resources.
*
* @param cacheDir A directory the current process can write to
* @hide
*/
public static void setupDiskCache(File cacheDir) {
setupShadersDiskCache(new File(cacheDir, CACHE_PATH_SHADERS).getAbsolutePath(),
new File(cacheDir, CACHE_PATH_SKIASHADERS).getAbsolutePath());
}
/** @hide */
public static void setPackageName(String packageName) {
ProcessInitializer.sInstance.setPackageName(packageName);
}
private static final class DestroyContextRunnable implements Runnable {
private final long mNativeInstance;
DestroyContextRunnable(long nativeInstance) {
mNativeInstance = nativeInstance;
}
@Override
public void run() {
nDeleteProxy(mNativeInstance);
}
}
private static class ProcessInitializer {
static ProcessInitializer sInstance = new ProcessInitializer();
private boolean mInitialized = false;
private String mPackageName;
private IGraphicsStats mGraphicsStatsService;
private IGraphicsStatsCallback mGraphicsStatsCallback = new IGraphicsStatsCallback.Stub() {
@Override
public void onRotateGraphicsStatsBuffer() throws RemoteException {
rotateBuffer();
}
};
private ProcessInitializer() {
}
synchronized void setPackageName(String name) {
if (mInitialized) return;
mPackageName = name;
}
synchronized void init(long renderProxy) {
if (mInitialized) return;
mInitialized = true;
initSched(renderProxy);
initGraphicsStats();
}
private void initSched(long renderProxy) {
try {
int tid = nGetRenderThreadTid(renderProxy);
ActivityManager.getService().setRenderThread(tid);
} catch (Throwable t) {
Log.w(LOG_TAG, "Failed to set scheduler for RenderThread", t);
}
}
private void initGraphicsStats() {
if (mPackageName == null) return;
try {
IBinder binder = ServiceManager.getService("graphicsstats");
if (binder == null) return;
mGraphicsStatsService = IGraphicsStats.Stub.asInterface(binder);
requestBuffer();
} catch (Throwable t) {
Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
}
}
private void rotateBuffer() {
nRotateProcessStatsBuffer();
requestBuffer();
}
private void requestBuffer() {
try {
ParcelFileDescriptor pfd = mGraphicsStatsService
.requestBufferForProcess(mPackageName, mGraphicsStatsCallback);
nSetProcessStatsBuffer(pfd.getFd());
pfd.close();
} catch (Throwable t) {
Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
}
}
}
/**
* @hide
*/
public static native void disableVsync();
/**
* Start render thread and initialize EGL or Vulkan.
*
* Initializing EGL involves loading and initializing the graphics driver. Some drivers take
* several 10s of milliseconds to do this, so doing it on-demand when an app tries to render
* its first frame adds directly to user-visible app launch latency.
*
* Should only be called after GraphicsEnvironment.chooseDriver().
* @hide
*/
public static native void preload();
/** @hide */
protected static native void setupShadersDiskCache(String cacheFile, String skiaCacheFile);
private static native void nRotateProcessStatsBuffer();
private static native void nSetProcessStatsBuffer(int fd);
private static native int nGetRenderThreadTid(long nativeProxy);
private static native long nCreateRootRenderNode();
private static native long nCreateProxy(boolean translucent, boolean isWideGamut,
long rootRenderNode);
private static native void nDeleteProxy(long nativeProxy);
private static native boolean nLoadSystemProperties(long nativeProxy);
private static native void nSetName(long nativeProxy, String name);
private static native void nSetSurface(long nativeProxy, Surface window, boolean discardBuffer);
private static native boolean nPause(long nativeProxy);
private static native void nSetStopped(long nativeProxy, boolean stopped);
private static native void nSetLightGeometry(long nativeProxy,
float lightX, float lightY, float lightZ, float lightRadius);
private static native void nSetLightAlpha(long nativeProxy, float ambientShadowAlpha,
float spotShadowAlpha);
private static native void nSetOpaque(long nativeProxy, boolean opaque);
private static native void nSetWideGamut(long nativeProxy, boolean wideGamut);
private static native int nSyncAndDrawFrame(long nativeProxy, long[] frameInfo, int size);
private static native void nDestroy(long nativeProxy, long rootRenderNode);
private static native void nRegisterAnimatingRenderNode(long rootRenderNode,
long animatingNode);
private static native void nRegisterVectorDrawableAnimator(long rootRenderNode, long animator);
private static native void nInvokeFunctor(long functor, boolean waitForCompletion);
private static native long nCreateTextureLayer(long nativeProxy);
private static native void nBuildLayer(long nativeProxy, long node);
private static native boolean nCopyLayerInto(long nativeProxy, long layer, long bitmapHandle);
private static native void nPushLayerUpdate(long nativeProxy, long layer);
private static native void nCancelLayerUpdate(long nativeProxy, long layer);
private static native void nDetachSurfaceTexture(long nativeProxy, long layer);
private static native void nDestroyHardwareResources(long nativeProxy);
private static native void nTrimMemory(int level);
private static native void nOverrideProperty(String name, String value);
private static native void nFence(long nativeProxy);
private static native void nStopDrawing(long nativeProxy);
private static native void nNotifyFramePending(long nativeProxy);
private static native void nDumpProfileInfo(long nativeProxy, FileDescriptor fd,
@DumpFlags int dumpFlags);
private static native void nAddRenderNode(long nativeProxy, long rootRenderNode,
boolean placeFront);
private static native void nRemoveRenderNode(long nativeProxy, long rootRenderNode);
private static native void nDrawRenderNode(long nativeProxy, long rootRenderNode);
private static native void nSetContentDrawBounds(long nativeProxy, int left,
int top, int right, int bottom);
private static native void nSetPictureCaptureCallback(long nativeProxy,
PictureCapturedCallback callback);
private static native void nSetFrameCallback(long nativeProxy, FrameDrawingCallback callback);
private static native void nSetFrameCompleteCallback(long nativeProxy,
FrameCompleteCallback callback);
private static native void nAddObserver(long nativeProxy, long nativeObserver);
private static native void nRemoveObserver(long nativeProxy, long nativeObserver);
private static native int nCopySurfaceInto(Surface surface,
int srcLeft, int srcTop, int srcRight, int srcBottom, long bitmapHandle);
private static native Bitmap nCreateHardwareBitmap(long renderNode, int width, int height);
private static native void nSetHighContrastText(boolean enabled);
// For temporary experimentation b/66945974
private static native void nHackySetRTAnimationsEnabled(boolean enabled);
private static native void nSetDebuggingEnabled(boolean enabled);
private static native void nSetIsolatedProcess(boolean enabled);
private static native void nSetContextPriority(int priority);
private static native void nAllocateBuffers(long nativeProxy);
private static native void nSetForceDark(long nativeProxy, boolean enabled);
}