CanvasContext.h revision 77c40109cf25d29f85ee6c13aeb96e22e55f33ab
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 "DamageAccumulator.h"
21#include "IContextFactory.h"
22#include "FrameInfo.h"
23#include "FrameInfoVisualizer.h"
24#include "RenderNode.h"
25#include "utils/RingBuffer.h"
26#include "renderthread/RenderTask.h"
27#include "renderthread/RenderThread.h"
28
29#include <cutils/compiler.h>
30#include <EGL/egl.h>
31#include <SkBitmap.h>
32#include <SkRect.h>
33#include <utils/Functor.h>
34
35#include <set>
36#include <string>
37#include <vector>
38
39namespace android {
40namespace uirenderer {
41
42class AnimationContext;
43class DeferredLayerUpdater;
44class OpenGLRenderer;
45class Rect;
46class Layer;
47class RenderState;
48
49namespace renderthread {
50
51class EglManager;
52
53enum SwapBehavior {
54    kSwap_default,
55    kSwap_discardBuffer,
56};
57
58// This per-renderer class manages the bridge between the global EGL context
59// and the render surface.
60// TODO: Rename to Renderer or some other per-window, top-level manager
61class CanvasContext : public IFrameCallback {
62public:
63    CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
64            IContextFactory* contextFactory);
65    virtual ~CanvasContext();
66
67    // Won't take effect until next EGLSurface creation
68    void setSwapBehavior(SwapBehavior swapBehavior);
69
70    bool initialize(ANativeWindow* window);
71    void updateSurface(ANativeWindow* window);
72    bool pauseSurface(ANativeWindow* window);
73    bool hasSurface() { return mNativeWindow.get(); }
74
75    void setup(int width, int height, float lightRadius,
76            uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
77    void setLightCenter(const Vector3& lightCenter);
78    void setOpaque(bool opaque);
79    void makeCurrent();
80    void processLayerUpdate(DeferredLayerUpdater* layerUpdater);
81    void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
82            int64_t syncQueued, RenderNode* target);
83    void draw();
84    void destroy();
85
86    // IFrameCallback, Chroreographer-driven frame callback entry point
87    virtual void doFrame() override;
88    void prepareAndDraw(RenderNode* node);
89
90    void buildLayer(RenderNode* node);
91    bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap* bitmap);
92    void markLayerInUse(RenderNode* node);
93
94    void destroyHardwareResources();
95    static void trimMemory(RenderThread& thread, int level);
96
97    static void invokeFunctor(RenderThread& thread, Functor* functor);
98
99    void runWithGlContext(RenderTask* task);
100
101    Layer* createTextureLayer();
102
103    ANDROID_API static void setTextureAtlas(RenderThread& thread,
104            const sp<GraphicBuffer>& buffer, int64_t* map, size_t mapSize);
105
106    void stopDrawing();
107    void notifyFramePending();
108
109    FrameInfoVisualizer& profiler() { return mProfiler; }
110
111    void dumpFrames(int fd);
112    void resetFrameStats();
113
114    void setName(const std::string&& name) { mName = name; }
115    const std::string& name() { return mName; }
116
117    void serializeDisplayListTree();
118
119    void addRenderNode(RenderNode* node, bool placeFront) {
120        int pos = placeFront ? 0 : static_cast<int>(mRenderNodes.size());
121        mRenderNodes.emplace( mRenderNodes.begin() + pos, node);
122    }
123
124    void removeRenderNode(RenderNode* node) {
125        mRenderNodes.erase(std::remove(mRenderNodes.begin(), mRenderNodes.end(), node),
126                mRenderNodes.end());
127    }
128
129    void setContentDrawBounds(int left, int top, int right, int bottom) {
130        mContentDrawBounds.set(left, top, right, bottom);
131    }
132
133private:
134    friend class RegisterFrameCallbackTask;
135    // TODO: Replace with something better for layer & other GL object
136    // lifecycle tracking
137    friend class android::uirenderer::RenderState;
138
139    void setSurface(ANativeWindow* window);
140    void requireSurface();
141
142    void freePrefetechedLayers();
143
144    EGLint mLastFrameWidth = 0;
145    EGLint mLastFrameHeight = 0;
146
147    RenderThread& mRenderThread;
148    EglManager& mEglManager;
149    sp<ANativeWindow> mNativeWindow;
150    EGLSurface mEglSurface = EGL_NO_SURFACE;
151    bool mBufferPreserved = false;
152    SwapBehavior mSwapBehavior = kSwap_default;
153    RingBuffer<SkRect, 3> mDamageHistory;
154
155    bool mOpaque;
156    OpenGLRenderer* mCanvas = nullptr;
157    bool mHaveNewSurface = false;
158    DamageAccumulator mDamageAccumulator;
159    std::unique_ptr<AnimationContext> mAnimationContext;
160
161    std::vector< sp<RenderNode> > mRenderNodes;
162
163    FrameInfo* mCurrentFrameInfo = nullptr;
164    // Ring buffer large enough for 2 seconds worth of frames
165    RingBuffer<FrameInfo, 120> mFrames;
166    std::string mName;
167    JankTracker mJankTracker;
168    FrameInfoVisualizer mProfiler;
169
170    std::set<RenderNode*> mPrefetechedLayers;
171
172    // Stores the bounds of the main content.
173    Rect mContentDrawBounds;
174};
175
176} /* namespace renderthread */
177} /* namespace uirenderer */
178} /* namespace android */
179#endif /* CANVASCONTEXT_H_ */
180