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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 RENDERPROXY_H_
#define RENDERPROXY_H_
#include <SkBitmap.h>
#include <cutils/compiler.h>
#include <utils/Functor.h>
#include "../FrameMetricsObserver.h"
#include "../IContextFactory.h"
#include "DrawFrameTask.h"
#include "SwapBehavior.h"
#include "hwui/Bitmap.h"
namespace android {
class GraphicBuffer;
class Surface;
namespace uirenderer {
class DeferredLayerUpdater;
class RenderNode;
class Rect;
namespace renderthread {
class CanvasContext;
class RenderThread;
class RenderProxyBridge;
namespace DumpFlags {
enum {
FrameStats = 1 << 0,
Reset = 1 << 1,
JankStats = 1 << 2,
};
}
/*
* RenderProxy is strictly single threaded. All methods must be invoked on the owning
* thread. It is important to note that RenderProxy may be deleted while it has
* tasks post()'d as a result. Therefore any RenderTask that is post()'d must not
* reference RenderProxy or any of its fields. The exception here is that postAndWait()
* references RenderProxy fields. This is safe as RenderProxy cannot
* be deleted if it is blocked inside a call.
*/
class ANDROID_API RenderProxy {
public:
ANDROID_API RenderProxy(bool opaque, RenderNode* rootNode, IContextFactory* contextFactory);
ANDROID_API virtual ~RenderProxy();
// Won't take effect until next EGLSurface creation
ANDROID_API void setSwapBehavior(SwapBehavior swapBehavior);
ANDROID_API bool loadSystemProperties();
ANDROID_API void setName(const char* name);
ANDROID_API void setSurface(const sp<Surface>& surface, bool enableTimeout = true);
ANDROID_API void allocateBuffers();
ANDROID_API bool pause();
ANDROID_API void setStopped(bool stopped);
ANDROID_API void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
ANDROID_API void setLightGeometry(const Vector3& lightCenter, float lightRadius);
ANDROID_API void setOpaque(bool opaque);
ANDROID_API void setWideGamut(bool wideGamut);
ANDROID_API int64_t* frameInfo();
ANDROID_API int syncAndDrawFrame();
ANDROID_API void destroy();
ANDROID_API static void invokeFunctor(Functor* functor, bool waitForCompletion);
static void destroyFunctor(int functor);
ANDROID_API DeferredLayerUpdater* createTextureLayer();
ANDROID_API void buildLayer(RenderNode* node);
ANDROID_API bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap);
ANDROID_API void pushLayerUpdate(DeferredLayerUpdater* layer);
ANDROID_API void cancelLayerUpdate(DeferredLayerUpdater* layer);
ANDROID_API void detachSurfaceTexture(DeferredLayerUpdater* layer);
ANDROID_API void destroyHardwareResources();
ANDROID_API static void trimMemory(int level);
ANDROID_API static void overrideProperty(const char* name, const char* value);
ANDROID_API void fence();
ANDROID_API static int maxTextureSize();
ANDROID_API void stopDrawing();
ANDROID_API void notifyFramePending();
ANDROID_API void dumpProfileInfo(int fd, int dumpFlags);
// Not exported, only used for testing
void resetProfileInfo();
uint32_t frameTimePercentile(int p);
ANDROID_API static void dumpGraphicsMemory(int fd);
ANDROID_API static void rotateProcessStatsBuffer();
ANDROID_API static void setProcessStatsBuffer(int fd);
ANDROID_API int getRenderThreadTid();
ANDROID_API void addRenderNode(RenderNode* node, bool placeFront);
ANDROID_API void removeRenderNode(RenderNode* node);
ANDROID_API void drawRenderNode(RenderNode* node);
ANDROID_API void setContentDrawBounds(int left, int top, int right, int bottom);
ANDROID_API void setPictureCapturedCallback(
const std::function<void(sk_sp<SkPicture>&&)>& callback);
ANDROID_API void setFrameCallback(std::function<void(int64_t)>&& callback);
ANDROID_API void setFrameCompleteCallback(std::function<void(int64_t)>&& callback);
ANDROID_API void addFrameMetricsObserver(FrameMetricsObserver* observer);
ANDROID_API void removeFrameMetricsObserver(FrameMetricsObserver* observer);
ANDROID_API void setForceDark(bool enable);
/**
* Sets a render-ahead depth on the backing renderer. This will increase latency by
* <swapInterval> * renderAhead and increase memory usage by (3 + renderAhead) * <resolution>.
* In return the renderer will be less susceptible to jitter, resulting in a smoother animation.
*
* Not recommended to use in response to anything touch driven, but for canned animations
* where latency is not a concern careful use may be beneficial.
*
* Note that when increasing this there will be a frame gap of N frames where N is
* renderAhead - <current renderAhead>. When decreasing this if there are any pending
* frames they will retain their prior renderAhead value, so it will take a few frames
* for the decrease to flush through.
*
* @param renderAhead How far to render ahead, must be in the range [0..2]
*/
ANDROID_API void setRenderAheadDepth(int renderAhead);
ANDROID_API static int copySurfaceInto(sp<Surface>& surface, int left, int top, int right,
int bottom, SkBitmap* bitmap);
ANDROID_API static void prepareToDraw(Bitmap& bitmap);
static int copyHWBitmapInto(Bitmap* hwBitmap, SkBitmap* bitmap);
ANDROID_API static void disableVsync();
ANDROID_API static void preload();
private:
RenderThread& mRenderThread;
CanvasContext* mContext;
DrawFrameTask mDrawFrameTask;
void destroyContext();
// Friend class to help with bridging
friend class RenderProxyBridge;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */
#endif /* RENDERPROXY_H_ */