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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 <SkBitmap.h>
#include <SkRect.h>
#include <SkSize.h>
#include <cutils/compiler.h>
#include <utils/Functor.h>
#include <utils/Mutex.h>
#include <functional>
#include <future>
#include <set>
#include <string>
#include <utility>
#include <vector>
#include "ColorMode.h"
#include "DamageAccumulator.h"
#include "FrameInfo.h"
#include "FrameInfoVisualizer.h"
#include "FrameMetricsReporter.h"
#include "HintSessionWrapper.h"
#include "IContextFactory.h"
#include "IRenderPipeline.h"
#include "JankTracker.h"
#include "LayerUpdateQueue.h"
#include "Lighting.h"
#include "ReliableSurface.h"
#include "RenderNode.h"
#include "renderstate/RenderState.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
#include "utils/ForceDark.h"
#include "utils/RingBuffer.h"
namespace android {
namespace uirenderer {
class AnimationContext;
class DeferredLayerUpdater;
class ErrorHandler;
class Layer;
class Rect;
class RenderState;
namespace renderthread {
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 IGpuContextCallback {
public:
static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory, pid_t uiThreadId,
pid_t renderThreadId);
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) {
if (!Properties::isDrawingEnabled()) {
return true;
}
return mRenderPipeline->pinImages(mutableImages);
}
bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
if (!Properties::isDrawingEnabled()) {
return true;
}
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.
*/
GrDirectContext* getGrContext() const { return mRenderThread.getGrContext(); }
ASurfaceControl* getSurfaceControl() const { return mSurfaceControl; }
int32_t getSurfaceControlGenerationId() const { return mSurfaceControlGenerationId; }
// Won't take effect until next EGLSurface creation
void setSwapBehavior(SwapBehavior swapBehavior);
void setHardwareBuffer(AHardwareBuffer* buffer);
void setSurface(ANativeWindow* window, bool enableTimeout = true);
void setSurfaceControl(ASurfaceControl* surfaceControl);
bool pauseSurface();
void setStopped(bool stopped);
bool isStopped() { return mStopped || !hasOutputTarget(); }
bool hasOutputTarget() const { return mNativeSurface.get() || mHardwareBuffer; }
void allocateBuffers();
void setLightAlpha(uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightGeometry(const Vector3& lightCenter, float lightRadius);
void setOpaque(bool opaque);
float setColorMode(ColorMode mode);
float targetSdrHdrRatio() const;
void setTargetSdrHdrRatio(float ratio);
bool makeCurrent();
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
// Returns the DequeueBufferDuration.
void draw(bool solelyTextureViewUpdates);
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();
void onContextDestroyed() override;
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; }
void addFrameMetricsObserver(FrameMetricsObserver* observer);
void removeFrameMetricsObserver(FrameMetricsObserver* observer);
// Used to queue up work that needs to be completed before this frame completes
void enqueueFrameWork(std::function<void()>&& func);
uint64_t getFrameNumber();
void waitOnFences();
IRenderPipeline* getRenderPipeline() { return mRenderPipeline.get(); }
void addFrameCommitListener(std::function<void(bool)>&& func) {
mFrameCommitCallbacks.push_back(std::move(func));
}
void setPictureCapturedCallback(const std::function<void(sk_sp<SkPicture>&&)>& callback) {
mRenderPipeline->setPictureCapturedCallback(callback);
}
void setForceDark(ForceDarkType type) { mForceDarkType = type; }
ForceDarkType getForceDarkType() { return mForceDarkType; }
SkISize getNextFrameSize() const;
// Returns the matrix to use to nudge non-AA'd points/lines towards the fragment center
const SkM44& getPixelSnapMatrix() const;
// Called when SurfaceStats are available.
static void onSurfaceStatsAvailable(void* context, int32_t surfaceControlId,
ASurfaceControlStats* stats);
void setASurfaceTransactionCallback(
const std::function<bool(int64_t, int64_t, int64_t)>& callback) {
mASurfaceTransactionCallback = callback;
}
void setHardwareBufferRenderParams(const HardwareBufferRenderParams& params) {
mBufferParams = params;
}
bool mergeTransaction(ASurfaceTransaction* transaction, ASurfaceControl* control);
void setPrepareSurfaceControlForWebviewCallback(const std::function<void()>& callback) {
mPrepareSurfaceControlForWebviewCallback = callback;
}
void prepareSurfaceControlForWebview();
static CanvasContext* getActiveContext();
void sendLoadResetHint();
void sendLoadIncreaseHint();
void setSyncDelayDuration(nsecs_t duration);
void startHintSession();
static bool shouldDither();
void visitAllRenderNodes(std::function<void(const RenderNode&)>) const;
private:
CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline,
pid_t uiThreadId, pid_t renderThreadId);
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
// lifecycle tracking
friend class android::uirenderer::RenderState;
void freePrefetchedLayers();
bool isSwapChainStuffed();
bool surfaceRequiresRedraw();
void setupPipelineSurface();
SkRect computeDirtyRect(const Frame& frame, SkRect* dirty);
void finishFrame(FrameInfo* frameInfo);
/**
* Invoke 'reportFrameMetrics' on the last frame stored in 'mLast4FrameInfos'.
* Populate the 'presentTime' field before calling.
*/
void reportMetricsWithPresentTime();
struct FrameMetricsInfo {
FrameInfo* frameInfo;
int64_t frameNumber;
int32_t surfaceId;
};
FrameInfo* getFrameInfoFromLast4(uint64_t frameNumber, uint32_t surfaceControlId);
Frame getFrame();
// The same type as Frame.mWidth and Frame.mHeight
int32_t mLastFrameWidth = 0;
int32_t mLastFrameHeight = 0;
RenderThread& mRenderThread;
AHardwareBuffer* mHardwareBuffer = nullptr;
HardwareBufferRenderParams mBufferParams;
std::unique_ptr<ReliableSurface> mNativeSurface;
// The SurfaceControl reference is passed from ViewRootImpl, can be set to
// NULL to remove the reference
ASurfaceControl* mSurfaceControl = nullptr;
// id to track surface control changes and WebViewFunctor uses it to determine
// whether reparenting is needed also used by FrameMetricsReporter to determine
// if a frame is from an "old" surface (i.e. one that existed before the
// observer was attched) and therefore shouldn't be reported.
// NOTE: It is important that this is an increasing counter.
int32_t mSurfaceControlGenerationId = 0;
// 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;
};
// Need at least 4 because we do quad buffer. Add a few more for good measure.
RingBuffer<SwapHistory, 7> mSwapHistory;
// Frame numbers start at 1, 0 means uninitialized
uint64_t mFrameNumber = 0;
int64_t mDamageId = 0;
// last vsync for a dropped frame due to stuffed queue
nsecs_t mLastDropVsync = 0;
bool mOpaque;
ForceDarkType mForceDarkType = ForceDarkType::NONE;
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;
// List of data of frames that are awaiting GPU completion reporting. Used to compute frame
// metrics and determine whether or not to report the metrics.
RingBuffer<FrameMetricsInfo, 4> mLast4FrameMetricsInfos
GUARDED_BY(mLast4FrameMetricsInfosMutex);
std::mutex mLast4FrameMetricsInfosMutex;
std::string mName;
JankTracker mJankTracker;
FrameInfoVisualizer mProfiler;
std::unique_ptr<FrameMetricsReporter> mFrameMetricsReporter
GUARDED_BY(mFrameMetricsReporterMutex);
std::mutex mFrameMetricsReporterMutex;
std::set<RenderNode*> mPrefetchedLayers;
// Stores the bounds of the main content.
Rect mContentDrawBounds;
std::vector<std::future<void>> mFrameFences;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
std::vector<std::function<void(bool)>> mFrameCommitCallbacks;
// If set to true, we expect that callbacks into onSurfaceStatsAvailable
bool mExpectSurfaceStats = false;
std::function<bool(int64_t, int64_t, int64_t)> mASurfaceTransactionCallback;
std::function<void()> mPrepareSurfaceControlForWebviewCallback;
std::shared_ptr<HintSessionWrapper> mHintSessionWrapper;
nsecs_t mLastDequeueBufferDuration = 0;
nsecs_t mSyncDelayDuration = 0;
nsecs_t mIdleDuration = 0;
ColorMode mColorMode = ColorMode::Default;
float mTargetSdrHdrRatio = 1.f;
struct SkippedFrameInfo {
int64_t vsyncId;
int64_t startTime;
};
std::optional<SkippedFrameInfo> mSkippedFrameInfo;
};
} /* namespace renderthread */
} /* namespace uirenderer */
} /* namespace android */