CanvasContext.h revision 443a714fa7c0dd07fee3527cc5bc3d3ca1fb7d44
1/* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef CANVASCONTEXT_H_ 18#define CANVASCONTEXT_H_ 19 20#include <set> 21 22#include <cutils/compiler.h> 23#include <EGL/egl.h> 24#include <SkBitmap.h> 25#include <utils/Functor.h> 26#include <utils/Vector.h> 27 28#include "../DamageAccumulator.h" 29#include "../DrawProfiler.h" 30#include "../IContextFactory.h" 31#include "../RenderNode.h" 32#include "RenderTask.h" 33#include "RenderThread.h" 34 35#define FUNCTOR_PROCESS_DELAY 4 36 37namespace android { 38namespace uirenderer { 39 40class AnimationContext; 41class DeferredLayerUpdater; 42class OpenGLRenderer; 43class Rect; 44class Layer; 45class RenderState; 46 47namespace renderthread { 48 49class EglManager; 50 51// This per-renderer class manages the bridge between the global EGL context 52// and the render surface. 53// TODO: Rename to Renderer or some other per-window, top-level manager 54class CanvasContext : public IFrameCallback { 55public: 56 CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode, 57 IContextFactory* contextFactory); 58 virtual ~CanvasContext(); 59 60 bool initialize(ANativeWindow* window); 61 void updateSurface(ANativeWindow* window); 62 void pauseSurface(ANativeWindow* window); 63 void setup(int width, int height, const Vector3& lightCenter, float lightRadius, 64 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha); 65 void setOpaque(bool opaque); 66 void makeCurrent(); 67 void processLayerUpdate(DeferredLayerUpdater* layerUpdater); 68 void prepareTree(TreeInfo& info); 69 void draw(); 70 void destroy(); 71 72 // IFrameCallback, Chroreographer-driven frame callback entry point 73 virtual void doFrame(); 74 75 void buildLayer(RenderNode* node); 76 bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap); 77 void markLayerInUse(RenderNode* node); 78 79 void destroyHardwareResources(); 80 static void trimMemory(RenderThread& thread, int level); 81 82 static void invokeFunctor(RenderThread& thread, Functor* functor); 83 84 void runWithGlContext(RenderTask* task); 85 86 Layer* createRenderLayer(int width, int height); 87 Layer* createTextureLayer(); 88 89 ANDROID_API static void setTextureAtlas(RenderThread& thread, 90 const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize); 91 92 void stopDrawing(); 93 void notifyFramePending(); 94 95 DrawProfiler& profiler() { return mProfiler; } 96 97private: 98 friend class RegisterFrameCallbackTask; 99 // TODO: Replace with something better for layer & other GL object 100 // lifecycle tracking 101 friend class android::uirenderer::RenderState; 102 103 void setSurface(ANativeWindow* window); 104 void swapBuffers(); 105 void requireSurface(); 106 107 void requireGlContext(); 108 109 void freePrefetechedLayers(); 110 111 RenderThread& mRenderThread; 112 EglManager& mEglManager; 113 sp<ANativeWindow> mNativeWindow; 114 EGLSurface mEglSurface; 115 bool mDirtyRegionsEnabled; 116 117 bool mOpaque; 118 OpenGLRenderer* mCanvas; 119 bool mHaveNewSurface; 120 DamageAccumulator mDamageAccumulator; 121 AnimationContext* mAnimationContext; 122 123 const sp<RenderNode> mRootRenderNode; 124 125 DrawProfiler mProfiler; 126 127 std::set<RenderNode*> mPrefetechedLayers; 128}; 129 130} /* namespace renderthread */ 131} /* namespace uirenderer */ 132} /* namespace android */ 133#endif /* CANVASCONTEXT_H_ */ 134