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/*
* Copyright (C) 2014 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.
*/
#pragma once
#include "DamageAccumulator.h"
#include "Lighting.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "FrameMetricsReporter.h"
#include "IContextFactory.h"
#include "IRenderPipeline.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "thread/Task.h"
#include "thread/TaskProcessor.h"
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <SkRect.h>
#include <cutils/compiler.h>
#include <gui/Surface.h>
#include <utils/Functor.h>
#include <functional>
#include <set>
#include <string>
#include <vector>
namespace android {
namespace uirenderer {
class AnimationContext;
class DeferredLayerUpdater;
class ErrorHandler;
class Layer;
class Rect;
class RenderState;
namespace renderthread {
class EglManager;
class Frame;
// This per-renderer class manages the bridge between the global EGL context
// and the render surface.
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory);
virtual ~CanvasContext();
/**
* Update or create a layer specific for the provided RenderNode. The layer
* attached to the node will be specific to the RenderPipeline used by this
* context
*
* @return true if the layer has been created or updated
*/
bool createOrUpdateLayer(RenderNode* node, const DamageAccumulator& dmgAccumulator,
ErrorHandler* errorHandler) {
return mRenderPipeline->createOrUpdateLayer(node, dmgAccumulator, errorHandler);
}
/**
* Pin any mutable images to the GPU cache. A pinned images is guaranteed to
* remain in the cache until it has been unpinned. We leverage this feature
* to avoid making a CPU copy of the pixels.
*
* @return true if all images have been successfully pinned to the GPU cache
* and false otherwise (e.g. cache limits have been exceeded).
*/
bool pinImages(std::vector<SkImage*>& mutableImages) {
return mRenderPipeline->pinImages(mutableImages);
}
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
/**
* Unpin any image that had be previously pinned to the GPU cache
*/
void unpinImages() { mRenderPipeline->unpinImages(); }
static void invokeFunctor(const RenderThread& thread, Functor* functor);
static void prepareToDraw(const RenderThread& thread, Bitmap* bitmap);
/*
* If Properties::isSkiaEnabled() is true then this will return the Skia
* grContext associated with the current RenderPipeline.
*/
GrContext* getGrContext() const { return mRenderThread.getGrContext(); }
// Won't take effect until next EGLSurface creation
void setSwapBehavior(SwapBehavior swapBehavior);
void setSurface(sp<Surface>&& surface);
bool pauseSurface();
void setStopped(bool stopped);
bool hasSurface() { return mNativeSurface.get(); }
void allocateBuffers();
void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightGeometry(const Vector3& lightCenter, float lightRadius);
void setOpaque(bool opaque);
void setWideGamut(bool wideGamut);
bool makeCurrent();
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
void draw();
void destroy();
// IFrameCallback, Choreographer-driven frame callback entry point
virtual void doFrame() override;
void prepareAndDraw(RenderNode* node);
void buildLayer(RenderNode* node);
void markLayerInUse(RenderNode* node);
void destroyHardwareResources();
static void trimMemory(RenderThread& thread, int level);
DeferredLayerUpdater* createTextureLayer();
void stopDrawing();
void notifyFramePending();
FrameInfoVisualizer& profiler() { return mProfiler; }
void dumpFrames(int fd);
void resetFrameStats();
void setName(const std::string&& name);
void addRenderNode(RenderNode* node, bool placeFront);
void removeRenderNode(RenderNode* node);
void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
RenderState& getRenderState() { return mRenderThread.renderState(); }
void addFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() == nullptr) {
mFrameMetricsReporter.reset(new FrameMetricsReporter());
}
mFrameMetricsReporter->addObserver(observer);
}
void removeFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() != nullptr) {
mFrameMetricsReporter->removeObserver(observer);
if (!mFrameMetricsReporter->hasObservers()) {
mFrameMetricsReporter.reset(nullptr);
}
}
}
// Used to queue up work that needs to be completed before this frame completes
ANDROID_API void enqueueFrameWork(std::function<void()>&& func);
ANDROID_API int64_t getFrameNumber();
void waitOnFences();
IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
void addFrameCompleteListener(std::function<void(int64_t)>&& func) {
mFrameCompleteCallbacks.push_back(std::move(func));
}
void setForceDark(bool enable) {
mUseForceDark = enable;
}
bool useForceDark() {
// The force-dark override has the highest priority, followed by the disable setting
// for the feature as a whole, followed last by whether or not this context has had
// force dark set (typically automatically done via UIMode)
if (Properties::forceDarkMode) {
return true;
}
if (!Properties::enableForceDarkSupport) {
return false;
}
return mUseForceDark;
}
private:
CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
friend class android::uirenderer::RenderState;
void freePrefetchedLayers();
bool isSwapChainStuffed();
SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
EGLint mLastFrameWidth = 0;
EGLint mLastFrameHeight = 0;
RenderThread& mRenderThread;
sp<Surface> mNativeSurface;
// stopped indicates the CanvasContext will reject actual redraw operations,
// and defer repaint until it is un-stopped
bool mStopped = false;
// Incremented each time the CanvasContext is stopped. Used to ignore
// delayed messages that are triggered after stopping.
int mGenerationID;
// CanvasContext is dirty if it has received an update that it has not
// painted onto its surface.
bool mIsDirty = false;
SwapBehavior mSwapBehavior = SwapBehavior::kSwap_default;
struct SwapHistory {
SkRect damage;
nsecs_t vsyncTime;
nsecs_t swapCompletedTime;
nsecs_t dequeueDuration;
nsecs_t queueDuration;
};
RingBuffer<SwapHistory, 3> mSwapHistory;
int64_t mFrameNumber = -1;
// last vsync for a dropped frame due to stuffed queue
nsecs_t mLastDropVsync = 0;
bool mOpaque;
bool mWideColorGamut = false;
bool mUseForceDark = false;
LightInfo mLightInfo;
LightGeometry mLightGeometry = {{0, 0, 0}, 0};
bool mHaveNewSurface = false;
DamageAccumulator mDamageAccumulator;
LayerUpdateQueue mLayerUpdateQueue;
std::unique_ptr<AnimationContext> mAnimationContext;
std::vector<sp<RenderNode>> mRenderNodes;
FrameInfo* mCurrentFrameInfo = nullptr;
std::string mName;
JankTracker mJankTracker;
FrameInfoVisualizer mProfiler;
std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter;
std::set<RenderNode*> mPrefetchedLayers;
// Stores the bounds of the main content.
Rect mContentDrawBounds;
// TODO: This is really a Task<void> but that doesn't really work
// when Future<> expects to be able to get/set a value
struct FuncTask : public Task<bool> {
std::function<void()> func;
};
class FuncTaskProcessor;
std::vector<sp<FuncTask>> mFrameFences;
sp<TaskProcessor<bool>> mFrameWorkProcessor;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
std::vector<std::function<void(int64_t)>> mFrameCompleteCallbacks;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */