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/*
* Copyright (C) 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 RENDERTHREAD_H_
#define RENDERTHREAD_H_
#include "RenderTask.h"
#include "../JankTracker.h"
#include "CacheManager.h"
#include "TimeLord.h"
#include "thread/ThreadBase.h"
#include "WebViewFunctorManager.h"
#include <GrContext.h>
#include <SkBitmap.h>
#include <cutils/compiler.h>
#include <ui/DisplayInfo.h>
#include <utils/Looper.h>
#include <utils/Thread.h>
#include <thread/ThreadBase.h>
#include <memory>
#include <mutex>
#include <set>
namespace android {
class Bitmap;
namespace uirenderer {
class Readback;
class RenderState;
class TestUtils;
namespace skiapipeline {
class VkFunctorDrawHandler;
}
namespace renderthread {
class CanvasContext;
class EglManager;
class RenderProxy;
class VulkanManager;
// Mimics android.view.Choreographer.FrameCallback
class IFrameCallback {
public:
virtual void doFrame() = 0;
protected:
virtual ~IFrameCallback() {}
};
struct VsyncSource {
virtual void requestNextVsync() = 0;
virtual nsecs_t latestVsyncEvent() = 0;
virtual ~VsyncSource() {}
};
class DummyVsyncSource;
typedef void (*JVMAttachHook)(const char* name);
class RenderThread : private ThreadBase {
PREVENT_COPY_AND_ASSIGN(RenderThread);
public:
// Sets a callback that fires before any RenderThread setup has occurred.
ANDROID_API static void setOnStartHook(JVMAttachHook onStartHook);
static JVMAttachHook getOnStartHook();
WorkQueue& queue() { return ThreadBase::queue(); }
// Mimics android.view.Choreographer
void postFrameCallback(IFrameCallback* callback);
bool removeFrameCallback(IFrameCallback* callback);
// If the callback is currently registered, it will be pushed back until
// the next vsync. If it is not currently registered this does nothing.
void pushBackFrameCallback(IFrameCallback* callback);
TimeLord& timeLord() { return mTimeLord; }
RenderState& renderState() const { return *mRenderState; }
EglManager& eglManager() const { return *mEglManager; }
ProfileDataContainer& globalProfileData() { return mGlobalProfileData; }
Readback& readback();
const DisplayInfo& mainDisplayInfo() { return mDisplayInfo; }
GrContext* getGrContext() const { return mGrContext.get(); }
void setGrContext(sk_sp<GrContext> cxt);
CacheManager& cacheManager() { return *mCacheManager; }
VulkanManager& vulkanManager() { return *mVkManager; }
sk_sp<Bitmap> allocateHardwareBitmap(SkBitmap& skBitmap);
void dumpGraphicsMemory(int fd);
void requireGlContext();
void requireVkContext();
void destroyRenderingContext();
void preload();
/**
* isCurrent provides a way to query, if the caller is running on
* the render thread.
*
* @return true only if isCurrent is invoked from the render thread.
*/
static bool isCurrent();
static void initGrContextOptions(GrContextOptions& options);
protected:
virtual bool threadLoop() override;
private:
friend class DispatchFrameCallbacks;
friend class RenderProxy;
friend class DummyVsyncSource;
friend class android::uirenderer::TestUtils;
friend class android::uirenderer::WebViewFunctor;
friend class android::uirenderer::skiapipeline::VkFunctorDrawHandler;
RenderThread();
virtual ~RenderThread();
static bool hasInstance();
static RenderThread& getInstance();
void initThreadLocals();
void initializeDisplayEventReceiver();
static int displayEventReceiverCallback(int fd, int events, void* data);
void drainDisplayEventQueue();
void dispatchFrameCallbacks();
void requestVsync();
DisplayInfo mDisplayInfo;
VsyncSource* mVsyncSource;
bool mVsyncRequested;
std::set<IFrameCallback*> mFrameCallbacks;
// We defer the actual registration of these callbacks until
// both mQueue *and* mDisplayEventReceiver have been drained off all
// immediate events. This makes sure that we catch the next vsync, not
// the previous one
std::set<IFrameCallback*> mPendingRegistrationFrameCallbacks;
bool mFrameCallbackTaskPending;
TimeLord mTimeLord;
RenderState* mRenderState;
EglManager* mEglManager;
WebViewFunctorManager& mFunctorManager;
ProfileDataContainer mGlobalProfileData;
Readback* mReadback = nullptr;
sk_sp<GrContext> mGrContext;
CacheManager* mCacheManager;
VulkanManager* mVkManager;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERTHREAD_H_ */