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author John Reck <jreck@google.com> 2018-10-29 16:45:58 -0700
committer John Reck <jreck@google.com> 2018-11-08 15:32:35 -0800
commit8785ceb3b94b78312cd24e22f05610d9b654221e (patch)
treeb5d3016cfa322fb354bf41b09ca86abc8e10365a /graphics/java
parent22b63148b14a0aac39323c1590c1cae3dc101979 (diff)
Refactors and a potential public API for rendering
Split out the View/ViewRootImpl bits from the hardware rendering bits. Create a potential public API surface for hardware rendering Bug: 112709971 Test: builds & boots Change-Id: I9e6f44b07a170574a905f42338282c4bb7e95f56
Diffstat (limited to 'graphics/java')
-rw-r--r--graphics/java/android/graphics/FrameInfo.java128
-rw-r--r--graphics/java/android/graphics/HardwareRenderer.java1030
2 files changed, 1158 insertions, 0 deletions
diff --git a/graphics/java/android/graphics/FrameInfo.java b/graphics/java/android/graphics/FrameInfo.java
new file mode 100644
index 000000000000..42a5cc43eaa0
--- /dev/null
+++ b/graphics/java/android/graphics/FrameInfo.java
@@ -0,0 +1,128 @@
+/*
+ * Copyright (C) 2015 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.
+ */
+
+package android.graphics;
+
+import android.annotation.LongDef;
+
+import java.lang.annotation.Retention;
+import java.lang.annotation.RetentionPolicy;
+
+/**
+ * Class that contains all the timing information for the current frame. This
+ * is used in conjunction with the hardware renderer to provide
+ * continous-monitoring jank events
+ *
+ * All times in nanoseconds from CLOCK_MONOTONIC/System.nanoTime()
+ *
+ * To minimize overhead from System.nanoTime() calls we infer durations of
+ * things by knowing the ordering of the events. For example, to know how
+ * long layout & measure took it's displayListRecordStart - performTraversalsStart.
+ *
+ * These constants must be kept in sync with FrameInfo.h in libhwui and are
+ * used for indexing into AttachInfo's frameInfo long[], which is intended
+ * to be quick to pass down to native via JNI, hence a pre-packed format
+ *
+ * @hide
+ */
+public final class FrameInfo {
+
+ public long[] frameInfo = new long[9];
+
+ // Various flags set to provide extra metadata about the current frame
+ private static final int FLAGS = 0;
+
+ // Is this the first-draw following a window layout?
+ public static final long FLAG_WINDOW_LAYOUT_CHANGED = 1;
+
+ // A renderer associated with just a Surface, not with a ViewRootImpl instance.
+ public static final long FLAG_SURFACE_CANVAS = 1 << 2;
+
+ @LongDef(flag = true, value = {
+ FLAG_WINDOW_LAYOUT_CHANGED, FLAG_SURFACE_CANVAS })
+ @Retention(RetentionPolicy.SOURCE)
+ public @interface FrameInfoFlags {}
+
+ // The intended vsync time, unadjusted by jitter
+ private static final int INTENDED_VSYNC = 1;
+
+ // Jitter-adjusted vsync time, this is what was used as input into the
+ // animation & drawing system
+ private static final int VSYNC = 2;
+
+ // The time of the oldest input event
+ private static final int OLDEST_INPUT_EVENT = 3;
+
+ // The time of the newest input event
+ private static final int NEWEST_INPUT_EVENT = 4;
+
+ // When input event handling started
+ private static final int HANDLE_INPUT_START = 5;
+
+ // When animation evaluations started
+ private static final int ANIMATION_START = 6;
+
+ // When ViewRootImpl#performTraversals() started
+ private static final int PERFORM_TRAVERSALS_START = 7;
+
+ // When View:draw() started
+ private static final int DRAW_START = 8;
+
+ /** checkstyle */
+ public void setVsync(long intendedVsync, long usedVsync) {
+ frameInfo[INTENDED_VSYNC] = intendedVsync;
+ frameInfo[VSYNC] = usedVsync;
+ frameInfo[OLDEST_INPUT_EVENT] = Long.MAX_VALUE;
+ frameInfo[NEWEST_INPUT_EVENT] = 0;
+ frameInfo[FLAGS] = 0;
+ }
+
+ /** checkstyle */
+ public void updateInputEventTime(long inputEventTime, long inputEventOldestTime) {
+ if (inputEventOldestTime < frameInfo[OLDEST_INPUT_EVENT]) {
+ frameInfo[OLDEST_INPUT_EVENT] = inputEventOldestTime;
+ }
+ if (inputEventTime > frameInfo[NEWEST_INPUT_EVENT]) {
+ frameInfo[NEWEST_INPUT_EVENT] = inputEventTime;
+ }
+ }
+
+ /** checkstyle */
+ public void markInputHandlingStart() {
+ frameInfo[HANDLE_INPUT_START] = System.nanoTime();
+ }
+
+ /** checkstyle */
+ public void markAnimationsStart() {
+ frameInfo[ANIMATION_START] = System.nanoTime();
+ }
+
+ /** checkstyle */
+ public void markPerformTraversalsStart() {
+ frameInfo[PERFORM_TRAVERSALS_START] = System.nanoTime();
+ }
+
+ /** checkstyle */
+ public void markDrawStart() {
+ frameInfo[DRAW_START] = System.nanoTime();
+ }
+
+ /** checkstyle */
+ public void addFlags(@FrameInfoFlags long flags) {
+ frameInfo[FLAGS] |= flags;
+ }
+
+}
diff --git a/graphics/java/android/graphics/HardwareRenderer.java b/graphics/java/android/graphics/HardwareRenderer.java
new file mode 100644
index 000000000000..e4020554786b
--- /dev/null
+++ b/graphics/java/android/graphics/HardwareRenderer.java
@@ -0,0 +1,1030 @@
+/*
+ * 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.
+ */
+
+package android.graphics;
+
+import android.annotation.FloatRange;
+import android.annotation.IntDef;
+import android.annotation.NonNull;
+import android.annotation.Nullable;
+import android.app.Activity;
+import android.app.ActivityManager;
+import android.os.IBinder;
+import android.os.ParcelFileDescriptor;
+import android.os.RemoteException;
+import android.os.ServiceManager;
+import android.util.Log;
+import android.view.FrameMetricsObserver;
+import android.view.IGraphicsStats;
+import android.view.IGraphicsStatsCallback;
+import android.view.NativeVectorDrawableAnimator;
+import android.view.Surface;
+import android.view.SurfaceHolder;
+import android.view.TextureLayer;
+
+import com.android.internal.util.VirtualRefBasePtr;
+
+import java.io.File;
+import java.io.FileDescriptor;
+import java.lang.annotation.Retention;
+import java.lang.annotation.RetentionPolicy;
+
+import sun.misc.Cleaner;
+
+/**
+ * <p>Creates an instance of a hardware-accelerated renderer. This is used to render a scene built
+ * from {@link RenderNode}'s to an output {@link android.view.Surface}. There can be as many
+ * HardwareRenderer instances as desired.</p>
+ *
+ * <h3>Threading</h3>
+ * <p>HardwareRenderer is not thread safe. An instance of a HardwareRenderer must only be
+ * created & used from a single thread. It does not matter what thread is used, however
+ * it must have a {@link android.os.Looper}. Multiple instances do not have to share the same
+ * thread, although they can.</p>
+ *
+ * <h3>Resources & lifecycle</h3>
+ * <p>All HardwareRenderer instances share a common render thread. The render thread contains
+ * the GPU context & resources necessary to do GPU-accelerated rendering. As such, the first
+ * HardwareRenderer created comes with the cost of also creating the associated GPU contexts,
+ * however each incremental HardwareRenderer thereafter is fairly cheap. The expected usage
+ * is to have a HardwareRenderer instance for every active {@link Surface}. For example
+ * when an Activity shows a Dialog the system internally will use 2 hardware renderers, both
+ * of which may be drawing at the same time.</p>
+ * <p>NOTE: Due to the shared, cooperative nature of the render thread it is critical that
+ * any {@link Surface} used must have a prompt, reliable consuming side. System-provided
+ * consumers such as {@link android.view.SurfaceView},
+ * {@link android.view.Window#takeSurface(SurfaceHolder.Callback2)},
+ * or {@link android.view.TextureView} all fit this requirement. However if custom consumers
+ * are used such as when using {@link SurfaceTexture} or {@link android.media.ImageReader}
+ * it is the app's responsibility to ensure that they consume updates promptly and rapidly.
+ * Failure to do so will cause the render thread to stall on that surface, blocking all
+ * HardwareRenderer instances.</p>
+ *
+ * @hide
+ */
+public class HardwareRenderer {
+ private static final String LOG_TAG = "HardwareRenderer";
+
+ // Keep in sync with DrawFrameTask.h SYNC_* flags
+ /**
+ * Nothing interesting to report. Sync & draw kicked off
+ */
+ public static final int SYNC_OK = 0;
+
+ /**
+ * The renderer is requesting a redraw. This can occur if there's an animation that's running
+ * in the RenderNode tree and the hardware renderer is unable to self-animate.
+ *
+ * If this is returned from syncAndDrawFrame the expectation is that syncAndDrawFrame
+ * will be called again on the next vsync signal.
+ */
+ public static final int SYNC_REDRAW_REQUESTED = 1 << 0;
+
+ /**
+ * The hardware renderer no longer has a valid {@link android.view.Surface} to render to.
+ * This can happen if {@link Surface#destroy()} was called. The user should no longer
+ * attempt to call syncAndDrawFrame until a new surface has been provided by calling
+ * setSurface.
+ *
+ * Spoiler: the reward is GPU-accelerated drawing, better find that Surface!
+ */
+ public static final int SYNC_LOST_SURFACE_REWARD_IF_FOUND = 1 << 1;
+
+ /**
+ * The hardware renderer has been set to a "stopped" state. If this is returned then the
+ * rendering content has been synced, however a frame was not produced.
+ */
+ public static final int SYNC_CONTEXT_IS_STOPPED = 1 << 2;
+
+ /**
+ * The content was synced but the renderer has declined to produce a frame in this vsync
+ * interval. This can happen if a frame was already drawn in this vsync or if the renderer
+ * is outrunning the frame consumer. The renderer will internally re-schedule itself
+ * to render a frame in the next vsync signal, so the caller does not need to do anything
+ * in response to this signal.
+ */
+ public static final int SYNC_FRAME_DROPPED = 1 << 3;
+
+ @IntDef(value = {
+ SYNC_OK, SYNC_REDRAW_REQUESTED, SYNC_LOST_SURFACE_REWARD_IF_FOUND,
+ SYNC_CONTEXT_IS_STOPPED, SYNC_FRAME_DROPPED})
+ @Retention(RetentionPolicy.SOURCE)
+ public @interface SyncAndDrawResult {
+ }
+
+ /** @hide */
+ public static final int FLAG_DUMP_FRAMESTATS = 1 << 0;
+ /** @hide */
+ public static final int FLAG_DUMP_RESET = 1 << 1;
+ /** @hide */
+ public static final int FLAG_DUMP_ALL = FLAG_DUMP_FRAMESTATS;
+
+ /** @hide */
+ @IntDef(flag = true, prefix = {"FLAG_DUMP_"}, value = {
+ FLAG_DUMP_FRAMESTATS,
+ FLAG_DUMP_RESET
+ })
+ @Retention(RetentionPolicy.SOURCE)
+ public @interface DumpFlags {
+ }
+
+ /**
+ * Name of the file that holds the shaders cache.
+ */
+ private static final String CACHE_PATH_SHADERS = "com.android.opengl.shaders_cache";
+ private static final String CACHE_PATH_SKIASHADERS = "com.android.skia.shaders_cache";
+
+ private final long mNativeProxy;
+ /** @hide */
+ protected RenderNode mRootNode;
+ private boolean mOpaque = true;
+ private boolean mForceDark = false;
+ private FrameInfo mScratchInfo;
+
+ /**
+ * Creates a new instance of a HardwareRenderer. The HardwareRenderer will default
+ * to opaque with no light source configured.
+ */
+ public HardwareRenderer() {
+ mRootNode = RenderNode.adopt(nCreateRootRenderNode());
+ mRootNode.setClipToBounds(false);
+ mNativeProxy = nCreateProxy(!mOpaque, mRootNode.mNativeRenderNode);
+ if (mNativeProxy == 0) {
+ throw new OutOfMemoryError("Unable to create hardware renderer");
+ }
+ Cleaner.create(this, new DestroyContextRunnable(mNativeProxy));
+ ProcessInitializer.sInstance.init(mNativeProxy);
+ }
+
+ /**
+ * Destroys the rendering context of this HardwareRenderer. This destroys the resources
+ * associated with this renderer and releases the currently set {@link Surface}.
+ *
+ * The renderer may be restored from this state by setting a new {@link Surface}, setting
+ * new rendering content with {@link #setContentRoot(RenderNode)}, and resuming
+ * rendering with {@link #syncAndDrawFrame(long)}.
+ *
+ * It is suggested to call this in response to callbacks such as
+ * {@link android.view.SurfaceHolder.Callback#surfaceDestroyed(SurfaceHolder)}.
+ *
+ * Note that if there are any outstanding frame commit callbacks they may end up never being
+ * invoked if the frame was deferred to a later vsync.
+ */
+ public void destroy() {
+ nDestroy(mNativeProxy, mRootNode.mNativeRenderNode);
+ }
+
+ /**
+ * Sets a name for this renderer. This is used to identify this renderer instance
+ * when reporting debug information such as the per-window frame time metrics
+ * reported by 'adb shell dumpsys gfxinfo [package] framestats'
+ *
+ * @param name The debug name to use for this HardwareRenderer instance
+ */
+ public void setName(String name) {
+ nSetName(mNativeProxy, name);
+ }
+
+ /**
+ * Sets the center of the light source. The light source point controls the directionality
+ * and shape of shadows rendered by RenderNode Z & elevation.
+ *
+ * The platform's recommendation is to set lightX to 'displayWidth / 2f - windowLeft', set
+ * lightY to 0 - windowTop, lightZ set to 600dp, and lightRadius to 800dp.
+ *
+ * The light source should be setup both as part of initial configuration, and whenever
+ * the window moves to ensure the light source stays anchored in display space instead
+ * of in window space.
+ *
+ * This must be set at least once along with {@link #setLightSourceAlpha(float, float)}
+ * before shadows will work.
+ *
+ * @param lightX The X position of the light source
+ * @param lightY The Y position of the light source
+ * @param lightZ The Z position of the light source. Must be >= 0.
+ * @param lightRadius The radius of the light source. Smaller radius will have sharper edges,
+ * larger radius will have softer shadows.
+ */
+ public void setLightSourceGeometry(float lightX, float lightY, float lightZ,
+ float lightRadius) {
+ validateFinite(lightX, "lightX");
+ validateFinite(lightY, "lightY");
+ validatePositive(lightZ, "lightZ");
+ validatePositive(lightRadius, "lightRadius");
+ nSetLightGeometry(mNativeProxy, lightX, lightY, lightZ, lightRadius);
+ }
+
+ /**
+ * Configures the ambient & spot shadow alphas. This is the alpha used when the shadow
+ * has max alpha, and ramps down from the values provided to zero.
+ *
+ * These values are typically provided by the current theme, see
+ * {@link android.R.attr#spotShadowAlpha} and {@link android.R.attr#ambientShadowAlpha}.
+ *
+ * This must be set at least once along with
+ * {@link #setLightSourceGeometry(float, float, float, float)} before shadows will work.
+ *
+ * @param ambientShadowAlpha The alpha for the ambient shadow. If unsure, a reasonable default
+ * is 0.039f.
+ * @param spotShadowAlpha The alpha for the spot shadow. If unsure, a reasonable default is
+ * 0.19f.
+ */
+ public void setLightSourceAlpha(@FloatRange(from = 0.0f, to = 1.0f) float ambientShadowAlpha,
+ @FloatRange(from = 0.0f, to = 1.0f) float spotShadowAlpha) {
+ validateAlpha(ambientShadowAlpha, "ambientShadowAlpha");
+ validateAlpha(spotShadowAlpha, "spotShadowAlpha");
+ nSetLightAlpha(mNativeProxy, ambientShadowAlpha, spotShadowAlpha);
+ }
+
+ /**
+ * Sets the content root to render. It is not necessary to call this whenever the content
+ * recording changes. Any mutations to the RenderNode content, or any of the RenderNode's
+ * contained within the content node, will be applied whenever {@link #syncAndDrawFrame(long)}
+ * is called.
+ *
+ * @param content The content to set as the root RenderNode. If null the content root is removed
+ * and the renderer will draw nothing.
+ */
+ public void setContentRoot(@Nullable RenderNode content) {
+ RecordingCanvas canvas = mRootNode.startRecording();
+ if (content != null) {
+ canvas.drawRenderNode(content);
+ }
+ mRootNode.endRecording();
+ }
+
+ /**
+ * <p>The surface to render into. The surface is assumed to be associated with the display and
+ * as such is still driven by vsync signals such as those from
+ * {@link android.view.Choreographer} and that it has a native refresh rate matching that of
+ * the display's (typically 60hz).</p>
+ *
+ * <p>NOTE: Due to the shared, cooperative nature of the render thread it is critical that
+ * any {@link Surface} used must have a prompt, reliable consuming side. System-provided
+ * consumers such as {@link android.view.SurfaceView},
+ * {@link android.view.Window#takeSurface(SurfaceHolder.Callback2)},
+ * or {@link android.view.TextureView} all fit this requirement. However if custom consumers
+ * are used such as when using {@link SurfaceTexture} or {@link android.media.ImageReader}
+ * it is the app's responsibility to ensure that they consume updates promptly and rapidly.
+ * Failure to do so will cause the render thread to stall on that surface, blocking all
+ * HardwareRenderer instances.</p>
+ *
+ * @param surface The surface to render into. If null then rendering will be stopped. If
+ * non-null then {@link Surface#isValid()} must be true.
+ */
+ public void setSurface(@Nullable Surface surface) {
+ if (surface != null && !surface.isValid()) {
+ throw new IllegalArgumentException("Surface is invalid. surface.isValid() == false.");
+ }
+ nSetSurface(mNativeProxy, surface);
+ }
+
+ /**
+ * Syncs the RenderNode tree to the render thread and requests a frame to be drawn.
+ *
+ * @hide
+ */
+ @SyncAndDrawResult
+ public int syncAndDrawFrame(@NonNull FrameInfo frameInfo) {
+ return nSyncAndDrawFrame(mNativeProxy, frameInfo.frameInfo, frameInfo.frameInfo.length);
+ }
+
+ /**
+ * Syncs the RenderNode tree to the render thread and requests a frame to be drawn.
+ *
+ * @param vsyncTime The vsync timestamp for this frame. Typically this comes from
+ * {@link android.view.Choreographer.FrameCallback}. Must be set and be valid
+ * as the renderer uses this time internally to drive animations.
+ * @return The result of the sync operation. See {@link SyncAndDrawResult}.
+ */
+ @SyncAndDrawResult
+ public int syncAndDrawFrame(long vsyncTime) {
+ if (mScratchInfo == null) {
+ mScratchInfo = new FrameInfo();
+ }
+ mScratchInfo.setVsync(vsyncTime, vsyncTime);
+ mScratchInfo.addFlags(FrameInfo.FLAG_SURFACE_CANVAS);
+ return syncAndDrawFrame(mScratchInfo);
+ }
+
+ /**
+ * Syncs the RenderNode tree to the render thread and requests a frame to be drawn.
+ * frameCommitCallback callback will be invoked when the current rendering content has been
+ * rendered into a frame and submitted to the swap chain.
+ *
+ * @param vsyncTime The vsync timestamp for this frame. Typically this comes from
+ * {@link android.view.Choreographer.FrameCallback}. Must be set and
+ * be valid as the renderer uses this time internally to drive
+ * animations.
+ * @param frameCommitCallback The callback to invoke when the frame content has been drawn.
+ * Will be invoked on the current {@link android.os.Looper} thread.
+ * @return The result of the sync operation. See {@link SyncAndDrawResult}.
+ */
+ @SyncAndDrawResult
+ public int syncAndDrawFrame(long vsyncTime,
+ @Nullable Runnable frameCommitCallback) {
+ if (frameCommitCallback != null) {
+ setFrameCompleteCallback(frameNr -> frameCommitCallback.run());
+ }
+ return syncAndDrawFrame(vsyncTime);
+ }
+
+ /**
+ * Suspends any current rendering into the surface but do not do any destruction. This
+ * is useful to temporarily suspend using the active Surface in order to do any Surface
+ * mutations necessary.
+ *
+ * Any subsequent draws will override the pause, resuming normal operation.
+ *
+ * @return true if there was an outstanding render request, false otherwise. If this is true
+ * the caller should ensure that {@link #syncAndDrawFrame(long)} is called at the soonest
+ * possible time to resume normal operation.
+ *
+ * TODO Should this be exposed? ViewRootImpl needs it because it destroys the old
+ * Surface before getting a new one. However things like SurfaceView will ensure that
+ * the old surface remains un-destroyed until after a new frame has been produced with
+ * the new surface.
+ * @hide
+ */
+ public boolean pause() {
+ return nPause(mNativeProxy);
+ }
+
+ /**
+ * Hard stops rendering into the surface. If the renderer is stopped it will
+ * block any attempt to render. Calls to {@link #syncAndDrawFrame(long)} will still
+ * sync over the latest rendering content, however they will not render and instead
+ * {@link #SYNC_CONTEXT_IS_STOPPED} will be returned.
+ *
+ * If false is passed then rendering will resume as normal. Any pending rendering requests
+ * will produce a new frame at the next vsync signal.
+ *
+ * This is useful in combination with lifecycle events such as {@link Activity#onStop()}
+ * and {@link Activity#onStart()}.
+ *
+ * @param stopped true to stop all rendering, false to resume
+ */
+ public void setStopped(boolean stopped) {
+ nSetStopped(mNativeProxy, stopped);
+ }
+
+ /**
+ * Destroys all hardware rendering resources associated with the current rendering content.
+ * This includes releasing a reference to the current content root RenderNode. It will
+ * therefore be necessary to call {@link #setContentRoot(RenderNode)} in order to resume
+ * rendering after calling this.
+ *
+ * It is recommended, but not necessary, to use this in combination with lifecycle events
+ * such as {@link Activity#onStop()} and {@link Activity#onStart()} or in response to
+ * {@link android.content.ComponentCallbacks2#onTrimMemory(int)} signals such as
+ * {@link android.content.ComponentCallbacks2#TRIM_MEMORY_UI_HIDDEN}
+ *
+ * See also {@link #setStopped(boolean)}
+ */
+ public void destroyHardwareResources() {
+ nDestroyHardwareResources(mNativeProxy);
+ }
+
+ /**
+ * Whether or not the force-dark feature should be used for this renderer.
+ */
+ public boolean setForceDark(boolean enable) {
+ if (mForceDark != enable) {
+ mForceDark = enable;
+ nSetForceDark(mNativeProxy, enable);
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * Allocate buffers ahead of time to avoid allocation delays during rendering.
+ *
+ * Typically a Surface will allocate buffers lazily. This is usually fine and reduces the
+ * memory usage of Surfaces that render rarely or never hit triple buffering. However
+ * for UI it can result in a slight bit of jank on first launch. This hint will
+ * tell the HardwareRenderer that now is a good time to allocate the 3 buffers
+ * necessary for typical rendering.
+ *
+ * Must be called after a {@link Surface} has been set.
+ */
+ public void allocateBuffers() {
+ nAllocateBuffers(mNativeProxy);
+ }
+
+ /**
+ * Notifies the hardware renderer that a call to {@link #syncAndDrawFrame(long)} will
+ * be coming soon. This is used to help schedule when RenderThread-driven animations will
+ * happen as the renderer wants to avoid producing more than one frame per vsync signal.
+ */
+ public void notifyFramePending() {
+ nNotifyFramePending(mNativeProxy);
+ }
+
+ /**
+ * Change the HardwareRenderer's opacity. Will take effect on the next frame produced.
+ *
+ * If the renderer is set to opaque it is the app's responsibility to ensure that the
+ * content renders to every pixel of the Surface, otherwise corruption may result. Note that
+ * this includes ensuring that the first draw of any given pixel does not attempt to blend
+ * against the destination. If this is false then the hardware renderer will clear to
+ * transparent at the start of every frame.
+ *
+ * @param opaque true if the content rendered is opaque, false if the renderer should clear
+ * to transparent before rendering
+ */
+ public void setOpaque(boolean opaque) {
+ if (mOpaque != opaque) {
+ mOpaque = opaque;
+ nSetOpaque(mNativeProxy, mOpaque);
+ }
+ }
+
+ /**
+ * Whether or not the renderer is set to be opaque. See {@link #setOpaque(boolean)}
+ *
+ * @return true if the renderer is opaque, false otherwise
+ */
+ public boolean isOpaque() {
+ return mOpaque;
+ }
+
+ /** @hide */
+ public void setFrameCompleteCallback(FrameCompleteCallback callback) {
+ nSetFrameCompleteCallback(mNativeProxy, callback);
+ }
+
+ /**
+ * TODO: Public API this?
+ *
+ * @hide
+ */
+ public void addFrameMetricsObserver(FrameMetricsObserver observer) {
+ long nativeObserver = nAddFrameMetricsObserver(mNativeProxy, observer);
+ observer.mNative = new VirtualRefBasePtr(nativeObserver);
+ }
+
+ /**
+ * TODO: Public API this?
+ *
+ * @hide
+ */
+ public void removeFrameMetricsObserver(FrameMetricsObserver observer) {
+ nRemoveFrameMetricsObserver(mNativeProxy, observer.mNative.get());
+ observer.mNative = null;
+ }
+
+ /**
+ * Enable/disable wide gamut rendering on this renderer. Whether or not the actual rendering
+ * will be wide gamut depends on the hardware support for such rendering.
+ *
+ * @param wideGamut true if this renderer should render in wide gamut, false if it should
+ * render in sRGB
+ * TODO: Figure out color...
+ * @hide
+ */
+ public void setWideGamut(boolean wideGamut) {
+ nSetWideGamut(mNativeProxy, wideGamut);
+ }
+
+ /**
+ * Blocks until all previously queued work has completed.
+ *
+ * TODO: Only used for draw finished listeners, but the FrameCompleteCallback does that
+ * better
+ *
+ * @hide
+ */
+ public void fence() {
+ nFence(mNativeProxy);
+ }
+
+ /** @hide */
+ public void registerAnimatingRenderNode(RenderNode animator) {
+ nRegisterAnimatingRenderNode(mRootNode.mNativeRenderNode, animator.mNativeRenderNode);
+ }
+
+ /** @hide */
+ public void registerVectorDrawableAnimator(NativeVectorDrawableAnimator animator) {
+ nRegisterVectorDrawableAnimator(mRootNode.mNativeRenderNode,
+ animator.getAnimatorNativePtr());
+ }
+
+ /**
+ * Prevents any further drawing until {@link #syncAndDrawFrame(long)} is called.
+ * This is a signal that the contents of the RenderNode tree are no longer safe to play back.
+ * In practice this usually means that there are Functor pointers in the
+ * display list that are no longer valid.
+ *
+ * TODO: Can we get webview off of this?
+ *
+ * @hide
+ */
+ public void stopDrawing() {
+ nStopDrawing(mNativeProxy);
+ }
+
+ /**
+ * Creates a new hardware layer. A hardware layer built by calling this
+ * method will be treated as a texture layer, instead of as a render target.
+ *
+ * @return A hardware layer
+ * @hide
+ */
+ public TextureLayer createTextureLayer() {
+ long layer = nCreateTextureLayer(mNativeProxy);
+ return TextureLayer.adoptTextureLayer(this, layer);
+ }
+
+ /**
+ * Detaches the layer's surface texture from the GL context and releases
+ * the texture id
+ *
+ * @hide
+ */
+ public void detachSurfaceTexture(long hardwareLayer) {
+ nDetachSurfaceTexture(mNativeProxy, hardwareLayer);
+ }
+
+
+ /** @hide */
+ public void buildLayer(RenderNode node) {
+ if (node.hasDisplayList()) {
+ nBuildLayer(mNativeProxy, node.mNativeRenderNode);
+ }
+ }
+
+ /** @hide */
+ public boolean copyLayerInto(final TextureLayer layer, final Bitmap bitmap) {
+ return nCopyLayerInto(mNativeProxy,
+ layer.getDeferredLayerUpdater(), bitmap);
+ }
+
+ /**
+ * Indicates that the specified hardware layer needs to be updated
+ * as soon as possible.
+ *
+ * @param layer The hardware layer that needs an update
+ * @hide
+ */
+ public void pushLayerUpdate(TextureLayer layer) {
+ nPushLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
+ }
+
+ /**
+ * Tells the HardwareRenderer that the layer is destroyed. The renderer
+ * should remove the layer from any update queues.
+ *
+ * @hide
+ */
+ public void onLayerDestroyed(TextureLayer layer) {
+ nCancelLayerUpdate(mNativeProxy, layer.getDeferredLayerUpdater());
+ }
+
+ /** @hide */
+ public void setFrameCallback(FrameDrawingCallback callback) {
+ nSetFrameCallback(mNativeProxy, callback);
+ }
+
+ /**
+ * Adds a rendernode to the renderer which can be drawn and changed asynchronously to the
+ * rendernode of the UI thread.
+ *
+ * @param node The node to add.
+ * @param placeFront If true, the render node will be placed in front of the content node,
+ * otherwise behind the content node.
+ * @hide
+ */
+ public void addRenderNode(RenderNode node, boolean placeFront) {
+ nAddRenderNode(mNativeProxy, node.mNativeRenderNode, placeFront);
+ }
+
+ /**
+ * Only especially added render nodes can be removed.
+ *
+ * @param node The node which was added via addRenderNode which should get removed again.
+ * @hide
+ */
+ public void removeRenderNode(RenderNode node) {
+ nRemoveRenderNode(mNativeProxy, node.mNativeRenderNode);
+ }
+
+ /**
+ * Draws a particular render node. If the node is not the content node, only the additional
+ * nodes will get drawn and the content remains untouched.
+ *
+ * @param node The node to be drawn.
+ * @hide
+ */
+ public void drawRenderNode(RenderNode node) {
+ nDrawRenderNode(mNativeProxy, node.mNativeRenderNode);
+ }
+
+ /**
+ * Loads system properties used by the renderer. This method is invoked
+ * whenever system properties are modified. Implementations can use this
+ * to trigger live updates of the renderer based on properties.
+ *
+ * @return True if a property has changed.
+ * @hide
+ */
+ public boolean loadSystemProperties() {
+ return nLoadSystemProperties(mNativeProxy);
+ }
+
+ /**
+ * @hide
+ */
+ public void dumpProfileInfo(FileDescriptor fd, @DumpFlags int dumpFlags) {
+ nDumpProfileInfo(mNativeProxy, fd, dumpFlags);
+ }
+
+ /**
+ * To avoid unnecessary overdrawing of the main content all additionally passed render nodes
+ * will be prevented to overdraw this area. It will be synchronized with the draw call.
+ * This should be updated in the content view's draw call.
+ *
+ * @param left The left side of the protected bounds.
+ * @param top The top side of the protected bounds.
+ * @param right The right side of the protected bounds.
+ * @param bottom The bottom side of the protected bounds.
+ * @hide
+ */
+ public void setContentDrawBounds(int left, int top, int right, int bottom) {
+ nSetContentDrawBounds(mNativeProxy, left, top, right, bottom);
+ }
+
+ /**
+ * Interface used to receive callbacks when a frame is being drawn.
+ *
+ * @hide
+ */
+ public interface FrameDrawingCallback {
+ /**
+ * Invoked during a frame drawing.
+ *
+ * @param frame The id of the frame being drawn.
+ */
+ void onFrameDraw(long frame);
+ }
+
+ /**
+ * Interface used to be notified when a frame has finished rendering
+ *
+ * @hide
+ */
+ public interface FrameCompleteCallback {
+ /**
+ * Invoked after a frame draw
+ *
+ * @param frameNr The id of the frame that was drawn.
+ */
+ void onFrameComplete(long frameNr);
+ }
+
+ private static void validateAlpha(float alpha, String argumentName) {
+ if (!(alpha >= 0.0f && alpha <= 1.0f)) {
+ throw new IllegalArgumentException(argumentName + " must be a valid alpha, "
+ + alpha + " is not in the range of 0.0f to 1.0f");
+ }
+ }
+
+ private static void validatePositive(float f, String argumentName) {
+ if (!(Float.isFinite(f) && f >= 0.0f)) {
+ throw new IllegalArgumentException(argumentName
+ + " must be a finite positive, given=" + f);
+ }
+ }
+
+ private static void validateFinite(float f, String argumentName) {
+ if (!Float.isFinite(f)) {
+ throw new IllegalArgumentException(argumentName + " must be finite, given=" + f);
+ }
+ }
+
+ /** @hide */
+ public static void invokeFunctor(long functor, boolean waitForCompletion) {
+ nInvokeFunctor(functor, waitForCompletion);
+ }
+
+ /**
+ * b/68769804: For low FPS experiments.
+ *
+ * @hide
+ */
+ public static void setFPSDivisor(int divisor) {
+ nHackySetRTAnimationsEnabled(divisor <= 1);
+ }
+
+ /**
+ * Changes the OpenGL context priority if IMG_context_priority extension is available. Must be
+ * called before any OpenGL context is created.
+ *
+ * @param priority The priority to use. Must be one of EGL_CONTEXT_PRIORITY_* values.
+ * @hide
+ */
+ public static void setContextPriority(int priority) {
+ nSetContextPriority(priority);
+ }
+
+ /**
+ * Sets whether or not high contrast text rendering is enabled. The setting is global
+ * but only affects content rendered after the change is made.
+ *
+ * @hide
+ */
+ public static void setHighContrastText(boolean highContrastText) {
+ nSetHighContrastText(highContrastText);
+ }
+
+ /**
+ * If set RenderThread will avoid doing any IPC using instead a fake vsync & DisplayInfo source
+ *
+ * @hide
+ */
+ public static void setIsolatedProcess(boolean isIsolated) {
+ nSetIsolatedProcess(isIsolated);
+ }
+
+ /**
+ * If set extra graphics debugging abilities will be enabled such as dumping skp
+ *
+ * @hide
+ */
+ public static void setDebuggingEnabled(boolean enable) {
+ nSetDebuggingEnabled(enable);
+ }
+
+ /** @hide */
+ public static int copySurfaceInto(Surface surface, Rect srcRect, Bitmap bitmap) {
+ if (srcRect == null) {
+ // Empty rect means entire surface
+ return nCopySurfaceInto(surface, 0, 0, 0, 0, bitmap);
+ } else {
+ return nCopySurfaceInto(surface, srcRect.left, srcRect.top,
+ srcRect.right, srcRect.bottom, bitmap);
+ }
+ }
+
+ /**
+ * Creates a {@link android.graphics.Bitmap.Config#HARDWARE} bitmap from the given
+ * RenderNode. Note that the RenderNode should be created as a root node (so x/y of 0,0), and
+ * not the RenderNode from a View.
+ *
+ * @hide
+ **/
+ public static Bitmap createHardwareBitmap(RenderNode node, int width, int height) {
+ return nCreateHardwareBitmap(node.mNativeRenderNode, width, height);
+ }
+
+ /**
+ * Invoke this method when the system is running out of memory. This
+ * method will attempt to recover as much memory as possible, based on
+ * the specified hint.
+ *
+ * @param level Hint about the amount of memory that should be trimmed,
+ * see {@link android.content.ComponentCallbacks}
+ * @hide
+ */
+ public static void trimMemory(int level) {
+ nTrimMemory(level);
+ }
+
+ /** @hide */
+ public static void overrideProperty(@NonNull String name, @NonNull String value) {
+ if (name == null || value == null) {
+ throw new IllegalArgumentException("name and value must be non-null");
+ }
+ nOverrideProperty(name, value);
+ }
+
+ /**
+ * Sets the directory to use as a persistent storage for threaded rendering
+ * resources.
+ *
+ * @param cacheDir A directory the current process can write to
+ * @hide
+ */
+ public static void setupDiskCache(File cacheDir) {
+ setupShadersDiskCache(new File(cacheDir, CACHE_PATH_SHADERS).getAbsolutePath(),
+ new File(cacheDir, CACHE_PATH_SKIASHADERS).getAbsolutePath());
+ }
+
+ /** @hide */
+ public static void setPackageName(String packageName) {
+ ProcessInitializer.sInstance.setPackageName(packageName);
+ }
+
+ private static final class DestroyContextRunnable implements Runnable {
+ private final long mNativeInstance;
+
+ DestroyContextRunnable(long nativeInstance) {
+ mNativeInstance = nativeInstance;
+ }
+
+ @Override
+ public void run() {
+ nDeleteProxy(mNativeInstance);
+ }
+ }
+
+ private static class ProcessInitializer {
+ static ProcessInitializer sInstance = new ProcessInitializer();
+
+ private boolean mInitialized = false;
+
+ private String mPackageName;
+ private IGraphicsStats mGraphicsStatsService;
+ private IGraphicsStatsCallback mGraphicsStatsCallback = new IGraphicsStatsCallback.Stub() {
+ @Override
+ public void onRotateGraphicsStatsBuffer() throws RemoteException {
+ rotateBuffer();
+ }
+ };
+
+ private ProcessInitializer() {
+ }
+
+ synchronized void setPackageName(String name) {
+ if (mInitialized) return;
+ mPackageName = name;
+ }
+
+ synchronized void init(long renderProxy) {
+ if (mInitialized) return;
+ mInitialized = true;
+
+ initSched(renderProxy);
+ initGraphicsStats();
+ }
+
+ private void initSched(long renderProxy) {
+ try {
+ int tid = nGetRenderThreadTid(renderProxy);
+ ActivityManager.getService().setRenderThread(tid);
+ } catch (Throwable t) {
+ Log.w(LOG_TAG, "Failed to set scheduler for RenderThread", t);
+ }
+ }
+
+ private void initGraphicsStats() {
+ if (mPackageName == null) return;
+
+ try {
+ IBinder binder = ServiceManager.getService("graphicsstats");
+ if (binder == null) return;
+ mGraphicsStatsService = IGraphicsStats.Stub.asInterface(binder);
+ requestBuffer();
+ } catch (Throwable t) {
+ Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
+ }
+ }
+
+ private void rotateBuffer() {
+ nRotateProcessStatsBuffer();
+ requestBuffer();
+ }
+
+ private void requestBuffer() {
+ try {
+ ParcelFileDescriptor pfd = mGraphicsStatsService
+ .requestBufferForProcess(mPackageName, mGraphicsStatsCallback);
+ nSetProcessStatsBuffer(pfd.getFd());
+ pfd.close();
+ } catch (Throwable t) {
+ Log.w(LOG_TAG, "Could not acquire gfx stats buffer", t);
+ }
+ }
+ }
+
+ /**
+ * @hide
+ */
+ public static native void disableVsync();
+
+ /** @hide */
+ protected static native void setupShadersDiskCache(String cacheFile, String skiaCacheFile);
+
+ private static native void nRotateProcessStatsBuffer();
+
+ private static native void nSetProcessStatsBuffer(int fd);
+
+ private static native int nGetRenderThreadTid(long nativeProxy);
+
+ private static native long nCreateRootRenderNode();
+
+ private static native long nCreateProxy(boolean translucent, long rootRenderNode);
+
+ private static native void nDeleteProxy(long nativeProxy);
+
+ private static native boolean nLoadSystemProperties(long nativeProxy);
+
+ private static native void nSetName(long nativeProxy, String name);
+
+ private static native void nSetSurface(long nativeProxy, Surface window);
+
+ private static native boolean nPause(long nativeProxy);
+
+ private static native void nSetStopped(long nativeProxy, boolean stopped);
+
+ private static native void nSetLightGeometry(long nativeProxy,
+ float lightX, float lightY, float lightZ, float lightRadius);
+
+ private static native void nSetLightAlpha(long nativeProxy, float ambientShadowAlpha,
+ float spotShadowAlpha);
+
+ private static native void nSetOpaque(long nativeProxy, boolean opaque);
+
+ private static native void nSetWideGamut(long nativeProxy, boolean wideGamut);
+
+ private static native int nSyncAndDrawFrame(long nativeProxy, long[] frameInfo, int size);
+
+ private static native void nDestroy(long nativeProxy, long rootRenderNode);
+
+ private static native void nRegisterAnimatingRenderNode(long rootRenderNode,
+ long animatingNode);
+
+ private static native void nRegisterVectorDrawableAnimator(long rootRenderNode, long animator);
+
+ private static native void nInvokeFunctor(long functor, boolean waitForCompletion);
+
+ private static native long nCreateTextureLayer(long nativeProxy);
+
+ private static native void nBuildLayer(long nativeProxy, long node);
+
+ private static native boolean nCopyLayerInto(long nativeProxy, long layer, Bitmap bitmap);
+
+ private static native void nPushLayerUpdate(long nativeProxy, long layer);
+
+ private static native void nCancelLayerUpdate(long nativeProxy, long layer);
+
+ private static native void nDetachSurfaceTexture(long nativeProxy, long layer);
+
+ private static native void nDestroyHardwareResources(long nativeProxy);
+
+ private static native void nTrimMemory(int level);
+
+ private static native void nOverrideProperty(String name, String value);
+
+ private static native void nFence(long nativeProxy);
+
+ private static native void nStopDrawing(long nativeProxy);
+
+ private static native void nNotifyFramePending(long nativeProxy);
+
+ private static native void nDumpProfileInfo(long nativeProxy, FileDescriptor fd,
+ @DumpFlags int dumpFlags);
+
+ private static native void nAddRenderNode(long nativeProxy, long rootRenderNode,
+ boolean placeFront);
+
+ private static native void nRemoveRenderNode(long nativeProxy, long rootRenderNode);
+
+ private static native void nDrawRenderNode(long nativeProxy, long rootRenderNode);
+
+ private static native void nSetContentDrawBounds(long nativeProxy, int left,
+ int top, int right, int bottom);
+
+ private static native void nSetFrameCallback(long nativeProxy, FrameDrawingCallback callback);
+
+ private static native void nSetFrameCompleteCallback(long nativeProxy,
+ FrameCompleteCallback callback);
+
+ private static native long nAddFrameMetricsObserver(long nativeProxy,
+ FrameMetricsObserver observer);
+
+ private static native void nRemoveFrameMetricsObserver(long nativeProxy, long nativeObserver);
+
+ private static native int nCopySurfaceInto(Surface surface,
+ int srcLeft, int srcTop, int srcRight, int srcBottom, Bitmap bitmap);
+
+ private static native Bitmap nCreateHardwareBitmap(long renderNode, int width, int height);
+
+ private static native void nSetHighContrastText(boolean enabled);
+
+ // For temporary experimentation b/66945974
+ private static native void nHackySetRTAnimationsEnabled(boolean enabled);
+
+ private static native void nSetDebuggingEnabled(boolean enabled);
+
+ private static native void nSetIsolatedProcess(boolean enabled);
+
+ private static native void nSetContextPriority(int priority);
+
+ private static native void nAllocateBuffers(long nativeProxy);
+
+ private static native void nSetForceDark(long nativeProxy, boolean enabled);
+}