CanvasContext.h revision 998a6d81896df8b662cc10ddeb35087b78b38d72
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;
45
46namespace renderthread {
47
48class EglManager;
49
50// This per-renderer class manages the bridge between the global EGL context
51// and the render surface.
52// TODO: Rename to Renderer or some other per-window, top-level manager
53class CanvasContext : public IFrameCallback {
54public:
55    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
56            IContextFactory* contextFactory);
57    virtual ~CanvasContext();
58
59    bool initialize(ANativeWindow* window);
60    void updateSurface(ANativeWindow* window);
61    void pauseSurface(ANativeWindow* window);
62    void setup(int width, int height, const Vector3& lightCenter, float lightRadius,
63            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
64    void setOpaque(bool opaque);
65    void makeCurrent();
66    void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
67    void prepareTree(TreeInfo& info);
68    void draw();
69    void destroyCanvasAndSurface();
70
71    // IFrameCallback, Chroreographer-driven frame callback entry point
72    virtual void doFrame();
73
74    void buildLayer(RenderNode* node);
75    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
76    void markLayerInUse(RenderNode* node);
77
78    void destroyHardwareResources();
79    static void trimMemory(RenderThread& thread, int level);
80
81    static void invokeFunctor(RenderThread& thread, Functor* functor);
82
83    void runWithGlContext(RenderTask* task);
84
85    Layer* createRenderLayer(int width, int height);
86    Layer* createTextureLayer();
87
88    ANDROID_API static void setTextureAtlas(RenderThread& thread,
89            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
90
91    void stopDrawing();
92    void notifyFramePending();
93
94    DrawProfiler& profiler() { return mProfiler; }
95
96private:
97    friend class RegisterFrameCallbackTask;
98
99    void setSurface(ANativeWindow* window);
100    void swapBuffers();
101    void requireSurface();
102
103    void requireGlContext();
104
105    void freePrefetechedLayers();
106
107    RenderThread& mRenderThread;
108    EglManager& mEglManager;
109    sp<ANativeWindow> mNativeWindow;
110    EGLSurface mEglSurface;
111    bool mDirtyRegionsEnabled;
112
113    bool mOpaque;
114    OpenGLRenderer* mCanvas;
115    bool mHaveNewSurface;
116    DamageAccumulator mDamageAccumulator;
117    AnimationContext* mAnimationContext;
118
119    const sp<RenderNode> mRootRenderNode;
120
121    DrawProfiler mProfiler;
122
123    std::set<RenderNode*> mPrefetechedLayers;
124};
125
126} /* namespace renderthread */
127} /* namespace uirenderer */
128} /* namespace android */
129#endif /* CANVASCONTEXT_H_ */
130