blob: 004a558dd9d032c85f44b485a85fdfeacc2ac8de [file] [log] [blame]
/*
* 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.
*/
#include "VkInteropFunctorDrawable.h"
#include <private/hwui/DrawGlInfo.h>
#include "renderthread/EglManager.h"
#include "thread/ThreadBase.h"
#include "utils/TimeUtils.h"
#include <thread>
#include <utils/Color.h>
#include <utils/Trace.h>
#include <utils/TraceUtils.h>
#include <EGL/eglext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
#include <utils/GLUtils.h>
namespace android {
namespace uirenderer {
namespace skiapipeline {
static std::mutex sLock{};
static ThreadBase* sGLDrawThread = nullptr;
static renderthread::EglManager sEglManager;
// ScopedDrawRequest makes sure a GL thread is started and EGL context is initialized on it.
class ScopedDrawRequest {
public:
ScopedDrawRequest() { beginDraw(); }
private:
void beginDraw() {
std::lock_guard{sLock};
if (!sGLDrawThread) {
sGLDrawThread = new ThreadBase{};
}
if (!sGLDrawThread->isRunning()) {
sGLDrawThread->start("GLFunctorThread");
}
if (!sEglManager.hasEglContext()) {
sGLDrawThread->queue().runSync([]() {
sEglManager.initialize();
});
}
}
};
void VkInteropFunctorDrawable::vkInvokeFunctor(Functor* functor) {
ScopedDrawRequest _drawRequest{};
sGLDrawThread->queue().runSync([&]() {
EGLDisplay display = sEglManager.eglDisplay();
DrawGlInfo::Mode mode = DrawGlInfo::kModeProcessNoContext;
if (display != EGL_NO_DISPLAY) {
mode = DrawGlInfo::kModeProcess;
}
(*functor)(mode, nullptr);
});
}
#define FENCE_TIMEOUT 2000000000
void VkInteropFunctorDrawable::onDraw(SkCanvas* canvas) {
ATRACE_CALL();
if (canvas->getGrContext() == nullptr) {
SkDEBUGF(("Attempting to draw VkInteropFunctor into an unsupported surface"));
return;
}
ScopedDrawRequest _drawRequest{};
SkImageInfo surfaceInfo = canvas->imageInfo();
if (!mFrameBuffer.get() || mFBInfo != surfaceInfo) {
// Buffer will be used as an OpenGL ES render target.
mFrameBuffer = new GraphicBuffer(
//TODO: try to reduce the size of the buffer: possibly by using clip bounds.
static_cast<uint32_t>(surfaceInfo.width()),
static_cast<uint32_t>(surfaceInfo.height()),
ColorTypeToPixelFormat(surfaceInfo.colorType()),
GraphicBuffer::USAGE_HW_TEXTURE | GraphicBuffer::USAGE_SW_WRITE_NEVER |
GraphicBuffer::USAGE_SW_READ_NEVER | GraphicBuffer::USAGE_HW_RENDER,
std::string("VkInteropFunctorDrawable::onDraw pid [") + std::to_string(getpid()) +
"]");
status_t error = mFrameBuffer->initCheck();
if (error < 0) {
ALOGW("VkInteropFunctorDrawable::onDraw() failed in GraphicBuffer.create()");
return;
}
mFBInfo = surfaceInfo;
}
//TODO: Synchronization is needed on mFrameBuffer to guarantee that the previous Vulkan
//TODO: draw command has completed.
//TODO: A simple but inefficient way is to flush and issue a QueueWaitIdle call. See
//TODO: GrVkGpu::destroyResources() for example.
bool success = sGLDrawThread->queue().runSync([&]() -> bool {
ATRACE_FORMAT("WebViewDraw_%dx%d", mFBInfo.width(), mFBInfo.height());
EGLDisplay display = sEglManager.eglDisplay();
LOG_ALWAYS_FATAL_IF(display == EGL_NO_DISPLAY,
"Failed to get EGL_DEFAULT_DISPLAY! err=%s",
uirenderer::renderthread::EglManager::eglErrorString());
// We use an EGLImage to access the content of the GraphicBuffer
// The EGL image is later bound to a 2D texture
EGLClientBuffer clientBuffer = (EGLClientBuffer)mFrameBuffer->getNativeBuffer();
AutoEglImage autoImage(display, clientBuffer);
if (autoImage.image == EGL_NO_IMAGE_KHR) {
ALOGW("Could not create EGL image, err =%s",
uirenderer::renderthread::EglManager::eglErrorString());
return false;
}
AutoSkiaGlTexture glTexture;
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, autoImage.image);
GL_CHECKPOINT(MODERATE);
glBindTexture(GL_TEXTURE_2D, 0);
DrawGlInfo info;
SkMatrix44 mat4(canvas->getTotalMatrix());
SkIRect clipBounds = canvas->getDeviceClipBounds();
info.clipLeft = clipBounds.fLeft;
info.clipTop = clipBounds.fTop;
info.clipRight = clipBounds.fRight;
info.clipBottom = clipBounds.fBottom;
info.isLayer = true;
info.width = mFBInfo.width();
info.height = mFBInfo.height();
mat4.asColMajorf(&info.transform[0]);
glViewport(0, 0, info.width, info.height);
AutoGLFramebuffer glFb;
// Bind texture to the frame buffer.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
glTexture.mTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
ALOGE("Failed framebuffer check for created target buffer: %s",
GLUtils::getGLFramebufferError());
return false;
}
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
(*mFunctor)(DrawGlInfo::kModeDraw, &info);
EGLSyncKHR glDrawFinishedFence =
eglCreateSyncKHR(eglGetCurrentDisplay(), EGL_SYNC_FENCE_KHR, NULL);
LOG_ALWAYS_FATAL_IF(glDrawFinishedFence == EGL_NO_SYNC_KHR,
"Could not create sync fence %#x", eglGetError());
glFlush();
// TODO: export EGLSyncKHR in file descr
// TODO: import file desc in Vulkan Semaphore
// TODO: instead block the GPU: probably by using external Vulkan semaphore.
// Block the CPU until the glFlush finish.
EGLint waitStatus = eglClientWaitSyncKHR(display, glDrawFinishedFence, 0,
FENCE_TIMEOUT);
LOG_ALWAYS_FATAL_IF(waitStatus != EGL_CONDITION_SATISFIED_KHR,
"Failed to wait for the fence %#x", eglGetError());
eglDestroySyncKHR(display, glDrawFinishedFence);
return true;
});
if (!success) {
return;
}
SkPaint paint;
paint.setBlendMode(SkBlendMode::kSrcOver);
canvas->save();
// The size of the image matches the size of the canvas. We've used the matrix already, while
// drawing into the offscreen surface, so we need to reset it here.
canvas->resetMatrix();
auto functorImage = SkImage::MakeFromAHardwareBuffer(
reinterpret_cast<AHardwareBuffer*>(mFrameBuffer.get()), kPremul_SkAlphaType,
nullptr, kBottomLeft_GrSurfaceOrigin);
canvas->drawImage(functorImage, 0, 0, &paint);
canvas->restore();
}
VkInteropFunctorDrawable::~VkInteropFunctorDrawable() {
if (mListener.get() != nullptr) {
ScopedDrawRequest _drawRequest{};
sGLDrawThread->queue().runSync([&]() {
mListener->onGlFunctorReleased(mFunctor);
});
}
}
void VkInteropFunctorDrawable::syncFunctor() const {
ScopedDrawRequest _drawRequest{};
sGLDrawThread->queue().runSync([&]() {
(*mFunctor)(DrawGlInfo::kModeSync, nullptr);
});
}
} // namespace skiapipeline
} // namespace uirenderer
} // namespace android